From: james vassilakos <jimv>
Subject: sfrpg: mailing list
To: jimv2@empirenet.com (Science-Fiction RPG)
Date: Wed, 20 Sep 1995 19:12:26 -0700 (PDT)

Hi all. Well... the sfrpg mailing list is finally ready. Its
address is:
                    jimv2@empirenet.com

Here are the addresses it is currently forwarding mail to.

   jimv@cs.ucr.edu (Jim Vassilakos)
   jimv@bronze.lcs.mit.edu (Jim Vassilakos)
   nv91-asa@nada.kth.se (Anders Sandberg)
   rhiemeir@ibr.cs.tu-bs.de (Joerg Rhiemeier)
   llvogel@mail.teleport.com (Allan Vogel)
   tlh@epsilon.com (Tony Hayes)
   larrys@zk3.dec.com (Larry Smith)

The purpose, as you all know by now, is to help design a
science-fiction rpg. I'm going to try to have an msdos-executable
"care package" ready as soon as we get the starsystem generation
stuff hacked out. Speaking of which, we may have a slight problem
with the datafile (which Anders typed in from the Traveller 2300 RPG
which is itself based on Gliese-1969 near star data).

I'll share with you a conversation I've been having on sci.astro
with one of the more learned denizens over there which relates to
all this.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

From: jimv@cs.ucr.edu (james vassilakos)
Newsgroups: sci.astro
Subject: Re: Star age question
Date: 15 Sep 1995 07:09:25 GMT

Erik Max Francis (max@alcyone.darkside.com) wrote:
: hutha@vms.csd.mu.edu writes:
: 
: > My understanding is that smallish stars with few heavy
: > elements are considered to be among the oldest stars.
: 
: Low-mass main sequence stars (such as red dwarfs) _live_ for a long 
: time, but that doesn't necessarily imply that all of the red dwarfs 
: nearby are themselves old.
 
I have a follow-up question about this. I was discussing star classes
and population classes with a friend on the net. As you know, stars come
in various size classifications: Ia, Ib, II, III, IV (giants); V (main
sequence), VI (dwarfs), and VII (white dwarfs). As you also know, there
are various population classifications: I (second and later generation
stars, and II (first generation)... some astronomers also add a population
class of III, meaning first generation in a more definitive sense, I
suppose, but we can ignore this.

In any case, my friend tells me that all type VI stars (the dwarfs) are
population II (first generation), meaning that they have only hydrogen
and helium, and that virtually all the population II stars are type VI
except for those that have been around long enough to enter their
giant stages (which are few and far between, since that stage doesn't
last very long, any many of these type VI stars have a longevity that
is really phenomenal (the candle that burns slowest burns longest, I
guess).

To quote him exactly:
> As I said, GVI, KVI and MVI stars DON'T HAVE PLANETS.

I think he means other than captured worlds.

> AFAIK, it is just such that population II (i.e., 1st generation) stars
> simply do have a different main sequence, due to their lack of heavy
> elements.  V is the main sequence of the later stars, thus GV, KV, and
> MV are never 1st generation (unless they are 1st generation stars
> crossing the main sequence on their way from their own main sequence
> to the giant branch, which are of course VERY rare).  VI is the main
> sequence of the 1st generation stars, thus GVI, KVI and MVI are always
> 1st generation.

Well, this whole idea was new to me, so I went to the library,
scrounged around for awhile in the astronomy section, and couldn't
find any discussion on the topic.

So, in short, does anybody know if this is true or not? Are all type VI
stars of the 1st generation? I'm working on a program, and it would
help to have a reliable answer to this question, and I'm a bit perturbed
that I couldn't find such basic information in any of the introductory
astronomy textbooks (not that I had many to investigate, small library).


From: galaxy@ccnet.com (Ken Croswell)
Subject: Re: Star age question
Date: 15 Sep 1995 08:13:29 -0700
Organization: CCnet Communications (510-988-7140 guest)

	First of all, the type VI stars are not dwarfs; they are 
subdwarfs--metal-poor main-sequence stars.  Their lower metallicity 
causes them to have lower luminosities than normal main-sequence stars, 
which are sometimes called "dwarfs"--hence the name "subdwarf," coined by 
Kuiper ApJ 89, 548 (1939).  In our Galaxy, subdwarfs are members of the 
halo population.

	There is more about subdwarfs in Chapter 8 of my book, "The Rise 
of the Subdwarfs."  Among other things, this chapter recounts the hostile 
reaction to the discovery that some stars had lower metallicities than 
the Sun.  "The referee didn't believe any of this stuff," said [Lawrence] 
Aller.  "He screamed and hollered and made us push all the parameters as 
far as we could until we reached a point and said, THIS `FUR' AND NO 
FURTHER."  That paper was eventually accepted--see ApJ 114, 52 (1951)--but 
the referee forced Aller and his collaborator to modify their conclusions in 
a way now known to be wrong.

	 A more technical account of subdwarfs appears in 
Section 3.6 of Mihalas and Binney's Galactic Astronomy (Freeman, 1981).

Ken Croswell
Author of The Alchemy of the Heavens (Doubleday/Anchor, 1995)


From: uh101bs@hp22.lrz-muenchen.de (Dirk Husfeld)
Subject: Re: Star age question
Date: 15 Sep 1995 16:13:21 GMT
Organization: Leibniz-Rechenzentrum, Muenchen (Germany)

  I found something like this in Erika Boehm-Vitense's book
  "Introduction to stellar astrophysics.  Volume 1: Basic stellar
  observations and data", 1989, Cambridge University Press,
  ISBN 0-521-34402-6 (hard cover) or 0-521-34869-2 (paperback)
  on pages 107ff.  All the other books I looked into are silent
  about sub-dwarfs.

  Basically, the view expressed above seems correct.  That is,
  if restricted to sub-dwarfs of later spectral types.  Sub-dwarfs
  of spectral type O or B (with which I am more familiar) are
  anything else but the Population II analog to O and B stars on
  the main sequence.  (Of course, since any old star massive enough
  to have type B would have gone long ago.)  Though they too seem to
  belong to an old population, they are not core hydrogen-burners
  and must have reached their present location in the HRD in a late
  stage of their evolution that is not yet fully understood.


From: jimv@cs.ucr.edu (james vassilakos)
Subject: Re: Star age question
Date: 17 Sep 1995 02:58:25 GMT
Organization: University of California, Riverside

Ken Croswell (galaxy@ccnet.com) wrote:
: 	First of all, the type VI stars are not dwarfs; they are 
: subdwarfs--metal-poor main-sequence stars.  Their lower metallicity 
: causes them to have lower luminosities than normal main-sequence stars, 
: which are sometimes called "dwarfs"--hence the name "subdwarf," coined by 
: Kuiper ApJ 89, 548 (1939).  In our Galaxy, subdwarfs are members of the 
: halo population.

Thanks for the quick reply to this. I'll check into those books
you suggested if I can find them. Since you seem to know this
topic pretty well, however, I thought I'd shoot you a few more
questions.

The chart below (which isn't entirely above suspicion, but which
I think is probably fairly accurate) shows forty-five subdwarfs
(of the approximately 750 stars which are within fifty lightyears
of Sol). That indicates to me that some 6% of the stars in the
local vicinity are of Population II (all subdwarfs being of that
population). Does all of this sound reasonable?

star           class dist    star           class dist
------------------------------------------------------
AC+10 95-26     M4VI 46.6    AC+19 1165-38   M5VI 46.5
AC+20 1463-148  M2VI 27.3    AC+20 1463-154  M2VI 27.3 
AC+22 308-605   M2VI 42.2    AC+23 468-46    M2VI 21.6 
AC+41 726-154   M4VI 39.7    AC+79 3888      M4VI 16.6 
DM-2 2902       K0VI 45.9    DM-4 2226       M3VI 33.9 
DM-14 5936 B    M0VI 49.4    DM-17 6768      M5VI 42.3 
DM-29 8019      M4VI 44.1    DM-31 9113      M2VI 35.8 
DM-34 4036 B    K3VI 44.6    DM-37 10765 A   M4VI 24.9 
DM-38 1058      M5VI 42.8    DM-39 10940 B   M0VI 49.5 
DM-40 9712      M4VI 19.3    DM-42 249B      M0VI 43.4 
DM-45 1184      M4VI 38.8    DM-45 5378      M4VI 29.9 
DM-45 5627      M5VI 43.5    DM-46 11540     M4VI 15.2 
DM-46 12902 B   M0VI 46.6    DM-48 12818     M4VI 39.3 
DM-51 13128     M0VI 47.2    DM-54 9222 B    M0VI 39.8 
Ac-48 1595 89   M3VI 23.5    G 5-43          M3VI 38.2 
G107-69 A       M6VI 43.4    dm+38 2285      G8VI 28.7 
L489 58 A       G0VI 43.5    L1064 75        M5VI 49.4 
L1113 55        M5VI 49.4    Mu Cassiopei A  G5VI 25.0
Ross 52 A       M5VI 33.9    Ross 555        M4VI 36.9
Ross 974        K0VI 41.3    Theta Bootis B  M3VI 47.3 
Wolf 414        M5VI 41.8    Wolf 629 A      M4VI 20.2 
Wolf 906        M3VI 39.7    Wolf 918        M3VI 35.0 
Wolf 1039       M4VI 40.7 

My 2nd question: Do you think subdwarfs have any planets other
than captured worlds? You said they had a low metallicity (not a
zero-metallicity). I assume that if the metal-content is low
enough, there would not be enough higher elements for planets
to form. What do you think?

3rd question: Some of these subdwarfs are companions to type V
main-sequence stars. Does that present any sort of inconsistency,
a Population II star being a companion to a Population I star?

4th question: Dirk mentioned that some subdwarfs are class O or
B. I thought the only possible subdwarf classes were G, K, and M.

Thanks again for the reply. I hope you don't mind the additional
questions.


From: galaxy@ccnet.com (Ken Croswell)
Subject: Re: Star age question
Date: 18 Sep 1995 15:29:08 -0700
Organization: CCnet Communications (510-988-7140 guest)

james vassilakos (jimv@cs.ucr.edu) wrote:
: The chart below (which isn't entirely above suspicion, but which
: I think is probably fairly accurate) shows forty-five subdwarfs
: (of the approximately 750 stars which are within fifty lightyears
: of Sol). That indicates to me that some 6% of the stars in the
: local vicinity are of Population II (all subdwarfs being of that
: population). Does all of this sound reasonable?

	OK, hang on; this is gonna get complicated....
	"Population I" and "population II" originated with Baade, who in 
1943 divided stars into two broad populations.  Today, we know the Galaxy 
is considerably more complicated, and we recognize four different stellar 
populations.  To make a long story short, they are:

	THE THIN DISK--metal-rich, various ages
	THE THICK DISK--old and somewhat metal-poor
	THE STELLAR HALO--old and very metal-poor; home of the subdwarfs
	THE BULGE--old and metal-rich

	To make a long story longer, I'll engage in some self-plagiarism 
from Alchemy (pages 62-63):  As astronomers presently understand the 
Milky Way, every star falls into one of four different stellar 
populations.  The brightest is the thin-disk population, to which the Sun 
and 96 percent of its neighbors belong.  Sirius, Vega, Rigel, Betelgeuse, 
and Alpha Centauri are all members.  Stars in the thin disk come in a 
wide variety of ages, from newborn objects to stars that are 10 billion 
years old.  As its name implies, the thin-disk population clings to the 
Galactic plane, with a typical member lying within a thousand light-years 
of it.  Kinematically, the stars revolve around the Galaxy fast, having 
fairly circular orbits and small U, V, W velocities.  Thin-disk stars are 
also metal-rich, like the Sun.
	The second stellar population in the Galaxy is called the thick 
disk, which accounts for about 4 percent of all stars near the Sun.  
Arcturus is a likely member.  The thick disk is old and forms a more 
distended system around the Galactic plane, with a typical star lying 
several thousand light-years above or below it.  The stars have more 
elliptical orbits, higher U, V, W velocities, and metallicities around 25 
percent of the Sun's.
	The third stellar population is known as the halo.  Halo stars 
are old and rare, accounting for only 0.1 to 0.2 percent of the stars 
near the Sun.  Kapteyn's Star is the closest halo star to Earth.  These 
stars make up a somewhat spherical system, so most members of the halo 
lie far above or far below the Galactic plane.  Kinematically, halo stars 
as a group show little if any net rotation around the Galaxy, and a 
typical member therefore has a very negative V velocity.  The stars often 
have extremely elliptical orbits:  a halo star may lie 100,000 
light-years from the Galactic center at apogalacticon but venture within 
a few thousand at perigalacticon.  Metallicities are even lower than in 
the thick disk, usually between 1 and 10 percent of the Sun's.
	The fourth and final stellar population is the bulge, which lies 
at the center of the Galaxy and can be seen in other edge-on spiral 
galaxies as the bump that extends above and below the galaxy's plane at 
the center.  The Galactic bulge is old and metal-rich.  Most of its stars 
lie within a few thousand light-years of the Galactic center, so few if 
any exist near the Sun.  Consequently, the bulge is the least explored 
stellar population in the Milky Way.

	Now, since halo stars make up 0.1 to 0.2 percent of nearby stars, 
this is roughly the percentage of nearby stars that should be subdwarfs, 
if the thick disk is not also contributing subdwarfs.  So 6 percent is 
too high.

: star           class dist    star           class dist
: ------------------------------------------------------
: AC+10 95-26     M4VI 46.6    AC+19 1165-38   M5VI 46.5
: AC+20 1463-148  M2VI 27.3    AC+20 1463-154  M2VI 27.3 
: AC+22 308-605   M2VI 42.2    AC+23 468-46    M2VI 21.6 
: AC+41 726-154   M4VI 39.7    AC+79 3888      M4VI 16.6 
: DM-2 2902       K0VI 45.9    DM-4 2226       M3VI 33.9 
: DM-14 5936 B    M0VI 49.4    DM-17 6768      M5VI 42.3 
: DM-29 8019      M4VI 44.1    DM-31 9113      M2VI 35.8 
: DM-34 4036 B    K3VI 44.6    DM-37 10765 A   M4VI 24.9 
: DM-38 1058      M5VI 42.8    DM-39 10940 B   M0VI 49.5 
: DM-40 9712      M4VI 19.3    DM-42 249B      M0VI 43.4 
: DM-45 1184      M4VI 38.8    DM-45 5378      M4VI 29.9 
: DM-45 5627      M5VI 43.5    DM-46 11540     M4VI 15.2 
: DM-46 12902 B   M0VI 46.6    DM-48 12818     M4VI 39.3 
: DM-51 13128     M0VI 47.2    DM-54 9222 B    M0VI 39.8 
: Ac-48 1595 89   M3VI 23.5    G 5-43          M3VI 38.2 
: G107-69 A       M6VI 43.4    dm+38 2285      G8VI 28.7 
: L489 58 A       G0VI 43.5    L1064 75        M5VI 49.4 
: L1113 55        M5VI 49.4    Mu Cassiopei A  G5VI 25.0
: Ross 52 A       M5VI 33.9    Ross 555        M4VI 36.9
: Ross 974        K0VI 41.3    Theta Bootis B  M3VI 47.3 
: Wolf 414        M5VI 41.8    Wolf 629 A      M4VI 20.2 
: Wolf 906        M3VI 39.7    Wolf 918        M3VI 35.0 
: Wolf 1039       M4VI 40.7 

	This list looks fishy.  Most of these stars are spectral type M, 
and it is very difficult to determine their metallicities.  On your list, 
I checked at random half a dozen of the M stars here and found that not a 
single one had halo kinematics.
	Most of the subdwarfs that astronomers study are spectral types F 
or G, because these stars' metallicities can be determined from their 
ultraviolet excesses.  The two most famous subdwarfs are Groombridge 1830 
(listed here as DM+38 2285) and Mu Cassiopeiae, both spectral type G.
	If you want LOTS of subdwarfs, see Laird, Carney, and Latham 
(1988), AJ 95, 1843.  There are over 800 stars, with roughly a couple 
hundred having halo metallicities and being subdwarfs.  Also, Sandage has 
long searched for subdwarfs.  See Sandage and Fouts (1987)--AJ 93, 
74--for a list of over a thousand stars, again with metallicities (in the 
form of the UV excess) listed.  Over 300 have halo metallicities and are 
subdwarfs.

: My 2nd question: Do you think subdwarfs have any planets other
: than captured worlds? You said they had a low metallicity (not a
: zero-metallicity). I assume that if the metal-content is low
: enough, there would not be enough higher elements for planets
: to form. What do you think?

	Earthlike planets need metals; it would be tough to form such 
planets around subdwarfs.  Jupiter and Saturn might still form, since 
they are mostly hydrogen and helium.  But the planets' cores are mostly 
heavier elements, so they might have trouble forming, too.

: 3rd question: Some of these subdwarfs are companions to type V
: main-sequence stars. Does that present any sort of inconsistency,
: a Population II star being a companion to a Population I star?

	Yes.

: 4th question: Dirk mentioned that some subdwarfs are class O or
: B. I thought the only possible subdwarf classes were G, K, and M.

	Subdwarf O and B stars exist, but as Dirk mentioned they don't 
have anything to do with the stars you have been asking about.  They are 
not, in general, halo stars.

: Thanks again for the reply. I hope you don't mind the additional
: questions.

	Questions from non-crackpots are always welcome.


From: jimv@cs.ucr.edu (james vassilakos)
Subject: Re: Star age question
Date: 19 Sep 1995 19:25:16 GMT
Organization: University of California, Riverside

Ken Croswell (galaxy@ccnet.com) wrote:
: 	Now, since halo stars make up 0.1 to 0.2 percent of nearby stars, 
: this is roughly the percentage of nearby stars that should be subdwarfs, 
: if the thick disk is not also contributing subdwarfs.  So 6 percent is 
: too high.
<list snipped>
: 	This list looks fishy.  Most of these stars are spectral type M, 
: and it is very difficult to determine their metallicities.  On your list, 
: I checked at random half a dozen of the M stars here and found that not a 
: single one had halo kinematics.

So what you're telling me is that these stars (or the vast majority
of them) are really type V, main-sequence, and not type VI, subdwarf?
It is possible that the list is out-of-date. It originally came from the
1950 Gliese Catalog, if I'm not mistaken. They may have simply
miscatagorized them as subdwarfs due to obsolete theories or
observation techniques (just a guess).

: : 3rd question: Some of these subdwarfs are companions to type V
: : main-sequence stars. Does that present any sort of inconsistency,
: : a Population II star being a companion to a Population I star?
: 
: 	Yes.

Hmm... so my problem is probably bad data. That really sucks  :-(

I need to find new data.

Hmm... maybe you know of a source. I'm working from a list of
about 750 stars (749 to be exact), based on 1969 data. This
list has the star name, the cartesian coordinates expressed
in light years, and the stellar class & type as well as other
data which I don't care about. So, for example, Sirius is
represented by two entries.

Sirius A,-1.6,8.1,-2.5,A1v
Sirius B,-1.6,8.1,-2.5,A0vii

So I can see that the Sirius system contains a white main sequence
with a white dwarf companion, and I can actually plot its coordinates
relative to Sol, in effect constructing a three-dimensional map with
all the stars within fifty lightyears of Sol.

Do you know of any IBM-readable text file containing either this
info or data from which I could yank or derive this info? If I
could get my hands on some good data, I could write a basic program
to extract the essence of what I'm looking for, so long as it's
in a format (such as text) which I can read.


From: strobel@u.washington.edu (Nicolas Strobel)
Subject: Re: Star age question
Date: 20 Sep 1995 19:04:28 GMT
Organization: University of Washington

jimv@cs.ucr.edu (james vassilakos) writes:
>Do you know of any IBM-readable text file containing either this
>info or data from which I could yank or derive this info? If I
>could get my hands on some good data, I could write a basic program
>to extract the essence of what I'm looking for, so long as it's
>in a format (such as text) which I can read.

The place to check out is nssdca.gsfc.nasa.gov. Telnet there and log in as
nodis. Select the Astronomical Data Center menu option. You'll have to do
some digging from there but look for 'nearby' in the titles.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

I did check this site out, and it looks like it might have what I'm
looking for. I won't be certain, however, until I've got my grubby
little hands on the data(text)file I'm looking for.   -jimv



From: james vassilakos <jimv>
Subject: sfrpg: star data options
Date: Mon, 25 Sep 1995 01:22:24 -0700 (PDT)

Hi all. Well, I got two files with newer near star data from
nssdca.gsfc.nasa.gov. As is usual for this sort of material,
I'm somewhat at a loss as to how to extract the information
I'm looking for (in particular, the x/y/z coordinates of the
systems in relation to Sol). Of course, there are other
heinous problems as well.

In any case, I've temporarily attached the files to my web page:

    http://cs.ucr.edu/~jimv

Goto the "science fiction rpg" option if you're interested in
taking a quick peek.

The way I see it, there are several options.

(1) Ignore this new data, and continue to use the 1969 data as
    provided/interpreted by GDW's T-2300. Granted, the GDW data
    has Class VI (Pop II) stars appearing 6% of the time, which
    is probably too high, and granted, these Class VI (Pop II)
    stars occasionally companion Class V stars (probably Pop I),
    which looks a bit unlikely. So there are probably some
    rather severe problems with the data, but so what... it's
    just a game... and who's really gonna notice?

(2) Use the old data as before, but modify it by nuking all or
    the majority of Class VI stars (making them Class V). Seems
    a bit arbitrary.

(3) Try to use this new (1991) data and see how it matches or
    doesn't match against the older data. Probably the most
    difficult option to actually implement.

What do you think?


Date: Mon, 25 Sep 1995 10:32:40 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: sfrpg: star data options

On Mon, 25 Sep 1995, james vassilakos wrote:

> Hi all. Well, I got two files with newer near star data from
> nssdca.gsfc.nasa.gov. As is usual for this sort of material,
> I'm somewhat at a loss as to how to extract the information
> I'm looking for (in particular, the x/y/z coordinates of the
> systems in relation to Sol). Of course, there are other
> heinous problems as well.

As for the xyz position, it should be sufficient to treat the
RA and Dec as if they were heleocentric and do a simple (ok, not
so simple) polar to retangular conversion then factor in range.

The assumption with RA and Dec is that they don't change significantly
with terrestrial movements - they do of course but not significantly.
The fact that they do is called parallax and is used to estimate the
distance to nearby stars.  It is in fact one of the most accurate
methods we have as all other methods - that I am aware of - have
built-in assumptions that may be wrong.

In fact, while looking at your data, it appears they don't even give
a range only a parallax (did I miss the range?).  Ok, now it gets
tricky...because I have to remember stuff I haven't done in years...
the diagram below (exagerated of course) shows what is happening.
The angle e1-star-e2 is the angle of parallax.  A line connecting
the star with the sun bisects the angle and forms two right triangles:
e1-star-sun and e2-star-sun.  Given the angle of parallax and the fact
that the distance between the earth and the sun are known you can get
range using simple trig relations.  And you know what, it just dawned
on me that you probably already know this, don't you?  Sorry, its the
teacher in me (my wife hates it too when I spontaneously explain things
to her - some she knows and some she don't care about).

                          Star
                           .
                          . .
                         .   .
                        .     .
                       .       .
                      .         .
                     .............
                    E1    Sun    E2

Anyway, since I'm already explaining everything, now that we have the
distance, we convert RA and Dec in polar angles then using the polar
angles and the range, you get the i,j,k for the star.

I'm resisting the urge to explain how to do this but, if you want, I'd
be willing to whip up a program to do the conversions for you, just
let me know.
 
> (1) Ignore this new data, and continue to use the 1969 data as
>     provided/interpreted by GDW's T-2300. Granted, the GDW data
>     has Class VI (Pop II) stars appearing 6% of the time, which
>     is probably too high, and granted, these Class VI (Pop II)
>     stars occasionally companion Class V stars (probably Pop I),
>     which looks a bit unlikely. So there are probably some
>     rather severe problems with the data, but so what... it's
>     just a game... and who's really gonna notice?

YOU for one.  If you're spending this much effort already, why not a
small bit more to get more up-to-date and accurate information?
 
> (2) Use the old data as before, but modify it by nuking all or
>     the majority of Class VI stars (making them Class V). Seems
>     a bit arbitrary.

You could use the 91 data to update star classes then continue
with the 69 data
 
> (3) Try to use this new (1991) data and see how it matches or
>     doesn't match against the older data. Probably the most
>     difficult option to actually implement.

If you're using the new data, why do you care if it matches?  Is there
something in the old data you need/want?  Can it not be found in the
new data or derived from it?

Well, my $0.01 (wasn't worth a whole 2 cents).


From: james vassilakos <jimv>
Subject: Re: sfrpg: star data options
Date: Mon, 25 Sep 1995 10:41:06 -0700 (PDT)

> In fact, while looking at your data, it appears they don't even give
> a range only a parallax (did I miss the range?).

You noiticed that too, eh?

>                           Star
>                            .
>                           . .
>                          .   .
>                         .     .
>                        .       .
>                       .         .
>                      .............
>                     E1    Sun    E2

Yeah, I've got the basic concept of parallax. And given the angles
at E1 and E2, I sure I could figure out distance. I'm just vague on
which info I need to yank from the chart to do this.
 
> Anyway, since I'm already explaining everything, now that we have the
> distance, we convert RA and Dec in polar angles then using the polar
> angles and the range, you get the i,j,k for the star.
> 
> I'm resisting the urge to explain how to do this but, if you want, I'd
> be willing to whip up a program to do the conversions for you, just
> let me know.

By all means. Either that or hit me over the head with an algorithm
in english.

> > (1) Ignore this new data, and continue to use the 1969 data as
> YOU for one.  If you're spending this much effort already, why not a
> small bit more to get more up-to-date and accurate information?

My thoughts exactly. However, there is another problem with the
1991 data. The star names. They seem exceedingly abbreviated
where they exist at all. Would require some work to put them
back in order.

> > (2) Use the old data as before, but modify it by nuking all or
> >     the majority of Class VI stars (making them Class V). Seems
> >     a bit arbitrary.
> You could use the 91 data to update star classes then continue
> with the 69 data

Which assumes I can look at a 69-data star and find its counterpart
in the 91-data. A fair possibility. A bit of work though, depending on
how many stars need double-checking.

> > (3) Try to use this new (1991) data and see how it matches or
> >     doesn't match against the older data. Probably the most
> >     difficult option to actually implement.
> If you're using the new data, why do you care if it matches?  Is there
> something in the old data you need/want?  Can it not be found in the
> new data or derived from it?

True. I'm thinking two things here... star names and star classes.
There's no guarantee the new data is any "better" than the old when
it comes to the issue of star classes, but this should be easy
enough to look into simply by doing a population count and comparing
the percentages. Looking again, however, the 91-data doesn't even
seem go give class data (Ia, Ib, II, II, IV, V, VI) on a regular
basis. I'm shaking my head here thinking that this is going to be
somewhere between hellish and impossible (sort of like navigating
an Orion minefield :-)
 

Date: Mon, 25 Sep 1995 18:59:21 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: sfrpg: star data options

On Mon, 25 Sep 1995, Tony L. Hayes wrote:
> On Mon, 25 Sep 1995, james vassilakos wrote:
> 
> As for the xyz position, it should be sufficient to treat the
> RA and Dec as if they were heleocentric and do a simple (ok, not
> so simple) polar to retangular conversion then factor in range.

x = r cos (theta) cos (psi)
y = r sin (theta) cos (psi)
z = r sin (psi)

where theta is the RA (I think) and psi is the Dec, both expressed in 
radians. The trouble is, as noted, finding r. There is a very good book 
with astronomical formulas down at my library with this formula, but its 
closed right now. If needed I could look it up, but I think several of 
the esteemed list-members have similar works within reach. 

> > (1) Ignore this new data, and continue to use the 1969 data as
> >     provided/interpreted by GDW's T-2300. Granted, the GDW data
> >     has Class VI (Pop II) stars appearing 6% of the time, which
> >     is probably too high, and granted, these Class VI (Pop II)
> >     stars occasionally companion Class V stars (probably Pop I),
> >     which looks a bit unlikely. So there are probably some
> >     rather severe problems with the data, but so what... it's
> >     just a game... and who's really gonna notice?
> 
> YOU for one.  If you're spending this much effort already, why not a
> small bit more to get more up-to-date and accurate information?

Besides, we have probably discovered lots of dim stars near to the sun
recently (this was one of my major irritations with 2300AD, where brown
dwarves had major importance as "shortcuts" due to the properties of the
stutterwarp). 


Date: Mon, 25 Sep 1995 14:42:50 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: sfrpg: star data options

On Mon, 25 Sep 1995, james vassilakos wrote:
> Yeah, I've got the basic concept of parallax. And given the angles
> at E1 and E2, I sure I could figure out distance. I'm just vague on
> which info I need to yank from the chart to do this.

Yep, the readme is a bit confusing.
  
> > I'm resisting the urge to explain how to do this but, if you want, I'd
> > be willing to whip up a program to do the conversions for you, just
> > let me know.
> 
> By all means. Either that or hit me over the head with an algorithm
> in english.

I'll see if I can't put one or the other together over the next few
days (I have a book at home with handy astrometric formulae).
 
> > > (1) Ignore this new data, and continue to use the 1969 data as
> > YOU for one.  If you're spending this much effort already, why not a
> > small bit more to get more up-to-date and accurate information?
> 
> My thoughts exactly. However, there is another problem with the
> 1991 data. The star names. They seem exceedingly abbreviated
> where they exist at all. Would require some work to put them
> back in order.

Yeah, this is aggrevated by the fact that most stars and hence
most nearby stars, are quite dim and often don't get real names -
sometimes only numbers.  There are two choices here, as I see it.
You can use what you got or you can make up your own names.  I believe
that routine use of space will translate into names for stars that
at the moment are just too unremarkable (thus making them good for
life cause who wants to live on a planet orbiting a variable star?) to
have names.  I can't see that colonists and travellers in space will
continue to call a star NGC 2309 when "Jacob's Star" would be better.

In short, I think if you argue that these people named the stars and 
provide a mapping from your name to the official designation then you 
won't have to worry about it.  You will have too be sure, I guess, that
it doesn't already _have_ a name though.  On the otherhand, any system 
that is essentially uncolonized or used only for bases or mining will 
likely remain unnamed - unless its _really_ active.
 
> True. I'm thinking two things here... star names and star classes.
> There's no guarantee the new data is any "better" than the old when
> it comes to the issue of star classes, but this should be easy
> enough to look into simply by doing a population count and comparing
> the percentages. Looking again, however, the 91-data doesn't even
> seem go give class data (Ia, Ib, II, II, IV, V, VI) on a regular
> basis. I'm shaking my head here thinking that this is going to be
> somewhere between hellish and impossible (sort of like navigating
> an Orion minefield :-)
>  
Tell me about it.  Can you put your 69 data on line?  Maybe if I can
get both of them together in one place, I can do some kind of mapping
(assuming you have the 69 data in electronic format - if not I probably
can find it on-line someplace).


From: james vassilakos <jimv>
Subject: Re: sfrpg: star data options
Date: Mon, 25 Sep 1995 13:26:41 -0700 (PDT)

> Yeah, this is aggrevated by the fact that most stars and hence
> most nearby stars, are quite dim and often don't get real names -
> sometimes only numbers.  There are two choices here, as I see it.
> You can use what you got or you can make up your own names.  I believe
> that routine use of space will translate into names for stars that
> at the moment are just too unremarkable (thus making them good for
> life cause who wants to live on a planet orbiting a variable star?) to
> have names.  I can't see that colonists and travellers in space will
> continue to call a star NGC 2309 when "Jacob's Star" would be better.

True, but I would like to use the original names where appropriate.
GDW's 1969 list is full of quite a few of these.
 
> In short, I think if you argue that these people named the stars and 
> provide a mapping from your name to the official designation then you 
> won't have to worry about it.  You will have too be sure, I guess, that
> it doesn't already _have_ a name though.  On the otherhand, any system 
> that is essentially uncolonized or used only for bases or mining will 
> likely remain unnamed - unless its _really_ active.

Well, I can see many of the worlds having aliens names also.
Currently, the way the program I'm writing works, each stars has
a name but there's also a comments section of up to two lines, and
I'm having the star generation program put "Formerly known as 
Alpha Hydri" or whatever, so having those names in the data
file is kind of helpful.

> Tell me about it.  Can you put your 69 data on line?  Maybe if I can
> get both of them together in one place, I can do some kind of mapping
> (assuming you have the 69 data in electronic format - if not I probably
> can find it on-line someplace).

Just put it online at http://cs.ucr.edu/~jimv in the same location
as the 1991 data.


Date: Mon, 25 Sep 1995 15:03:46 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: sfrpg: star data options

On Mon, 25 Sep 1995, Anders Sandberg wrote:
> x = r cos (theta) cos (psi)
> y = r sin (theta) cos (psi)
> z = r sin (psi)
> where theta is the RA (I think) and psi is the Dec, both expressed in 
> radians. The trouble is, as noted, finding r. There is a very good book 
> with astronomical formulas down at my library with this formula, but its 
> closed right now. If needed I could look it up, but I think several of 
> the esteemed list-members have similar works within reach. 

I have a couple books with the needed stuff and you are right, RA
is theta (transformed from HMS to DMS or radians) and Dec is psi
(more or less a direct mapping).
 
> Besides, we have probably discovered lots of dim stars near to the sun
> recently (this was one of my major irritations with 2300AD, where brown
> dwarves had major importance as "shortcuts" due to the properties of the
> stutterwarp). 
 
I must confess that I've never bothered wtih 2300AD prefering the more
grandiose appraoch of Traveller/Spacemaster/Star Trek.  Is there a reason
we are compelled to stay nearby Earth?  Is this an early space exploration
game?


Date: Mon, 25 Sep 1995 23:43:39 -0800
From: llvogel@teleport.com (Laura L. and Allan Hayes Vogel)
Subject: Re: sfrpg: star data options

Hi all,

Please excuse the slowness of these observations as I started teaching
today and thus have quickly became very busy, but I have two questions
about this discussion.

1) Granted that 2300 AD was all excited about using brown dwarves in their
game, does that made them necessarily important in Jim's? Speaking as an
ecologist, _I_ wouldn't recommend anyone wasting very valuable stellar
drive vessels checking those systems out after the first one or two. Mining
maybe, but does that lead to a high number of good gaming ideas? It seems
like (and I do this to an extreme degree too, so I don't mean this as a
criticism) you're getting bogged down in details instead of focusing on the
overall concept. While my past supervisers will tell you that I'm a bear
for the details, and so make projects run late, still there's a point at
which you have to say ENOUGH. Having gamed quite a bit, I'd start watching
out for the civil engineers' alligators about now as it seems to me you
might lose some potential players due to a lack of playable ideas in
_multiple_-examples of brown dwarf systems.

2) I seem to have missed the point for deciding why 2300 AD's Star List is
_grossly_ inadequate for your purposes. Briefly, what's is causing you to
reject using it after adding corrections?

Maybe my remarks are due to a different focus, i.e., I'm interested in
potential systems for habitable planets only. If so, I've probably missed
an overall game idea and my apologies for wasting bandwidth.


Date: Tue, 26 Sep 1995 12:44:35 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: sfrpg: star data options

On Mon, 25 Sep 1995, Tony L. Hayes wrote:
> I must confess that I've never bothered wtih 2300AD prefering the more
> grandiose appraoch of Traveller/Spacemaster/Star Trek.

2300AD was very well made in certain respects, with big holes in other 
areas. Its physics, astronomy, planetology and technology was quite good 
and believable, although GDW did some big mistakes when it came to 
culture, economics or sociology. 

> Is there a reason
> we are compelled to stay nearby Earth?  Is this an early space exploration
> game?

In the discussions I have had with James, we settled on the idea that it
is hard and expensive to move between the stars. The hyperdrive I imagined
(essentially an Alcubierre warp drive with some extra technobabble) would
require some very expensive materials and *lots* of energy (the basis for
interstellar economy) to start. Probably you could go further with more 
energy, but humans are in the minor league anyway and probably don't have 
access to that kind of technology. 

One interesting idea is that there are essentially two kinds of starships: 

Two-way ships have their own huge powerplants and are able to move from
system to system as they wish, independently of whether there are
refuelling in the systems or not (of course, very rare and expensive). 
Ideal for scouting, colonization or military applications. 

One way ships are powered by in-system installations (say, a network of
lasers) so they can warp away, forcing them to travel between civilized
systems. But they are much cheaper, and there are strong economic
incentives for the locals to build refueling stations to get trade. 

I have also got the impression that in this game, earthlings are very much
the new kids on the block, just beginning to venture out into interstellar
space. That would also make it probable that humans would remain near the
local area for some time (even if this is a complete backwater and the
nearest big economic centre might be the Hyades, 300 ly away). 


Date: Tue, 26 Sep 1995 12:53:05 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: sfrpg: star data options

On Mon, 25 Sep 1995, Laura L. and Allan Hayes Vogel wrote:
> 1) Granted that 2300 AD was all excited about using brown dwarves in their
> game, does that made them necessarily important in Jim's?

Probably only as a (rare) traffic hazard...

> Speaking as an
> ecologist, _I_ wouldn't recommend anyone wasting very valuable stellar
> drive vessels checking those systems out after the first one or two. Mining
> maybe, but does that lead to a high number of good gaming ideas?

I can see one use for them, and that might be mid-way refuelling stations
(especially if they can be mined for fusionables). If we decide that it is
economically better to travel two short distances instead of one long,
then they might become the gasoline stations of the interstellar desert...

> It seems
> like (and I do this to an extreme degree too, so I don't mean this as a
> criticism) you're getting bogged down in details instead of focusing on the
> overall concept. While my past supervisers will tell you that I'm a bear
> for the details, and so make projects run late, still there's a point at
> which you have to say ENOUGH. Having gamed quite a bit, I'd start watching
> out for the civil engineers' alligators about now as it seems to me you
> might lose some potential players due to a lack of playable ideas in
> _multiple_-examples of brown dwarf systems.

I think you are completely right. While it would be nice to have a 
physically reasonable system and correct stars, I think the most 
important thing is to make a workable game with a fascinating setting. 
Thats why I concentrate more on my aliens (maybe I should post the ones I 
have written up something for?). 


Date: Tue, 26 Sep 1995 15:04:22 +0000 (WET)
From: Henrik Ohrstrom med <henohr@sokrates.mip.ki.se>
Subject: Science-Fiction RPG mailing list

Hello, I heard from Anders Sandberg about the science-fiction RPG 
and I think it sounds very interesting.
So I would like to join the mailing list if possible.


Date: Tue, 26 Sep 1995 12:09:50 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: source code

This program reads the 91 datafile (assumed to be in the same directory
as where you run this program and assumed to be called data.text but
you can change those easily enough).  It outputs into the current
working directory a file called results.text that contains the x, y,
and z, the range and the identifier.

It runs under unix.

Its sloppy, quick, and dirty but it works (as far as I can tell).

---cut here---
#include <stdio.h>
#include <math.h>

#define FACTOR  (3.14159/180.)
#define NUM_REC  3803
main()
{
	FILE *data_fp, *out_fp;
	char junk[258], ident[13];
	float parallax, range, dec_min, theta, psi;
	int ra_h, ra_m, ra_s, dec_deg, p_flag=0, count;


	data_fp = fopen("data.text", "r");
	out_fp = fopen("results.text", "w");

	fprintf(out_fp, "Ident       Range    X    Y    Z\n");

	for (count=0; count < NUM_REC; count++)
	{

		fgets(ident, 12, data_fp);

		fscanf(data_fp, "%d", &ra_h);
		fscanf(data_fp, "%d", &ra_m);
		fscanf(data_fp, "%d", &ra_s);

		theta = 15. * (ra_h + ra_m/60. + ra_s/3600.);

		fscanf(data_fp, "%d", &dec_deg);
		fscanf(data_fp, "%f", &dec_min);

		if (dec_deg < 0)
			psi = (float) dec_deg - dec_min/60.;
		else
			psi = (float) dec_deg + dec_min/60.;

		fgets(junk, 80, data_fp);

		fscanf(data_fp, "%f", &parallax);

		fgets(junk, 257, data_fp);

		range = 1./(0.001*parallax);

		if (p_flag != 0)
		{
/*
		printf("\nIdentifier %s\n", ident);
		printf("RA is %2d Hours %2d Minutes %2d Seconds\n",
			ra_h, ra_m, ra_s);
		printf("Theta is %f\n", theta);
		printf("Dec is %3d Degrees %4.1f Minutes\n",
			dec_deg, dec_min);
		printf("Psi is %f\n", psi);
		printf("Parallax is %6.1f\n", parallax);
		printf("Range (from parallax) is %4.1f parsecs\n", range);
		printf("X = %4.1f, Y = %4.1f, Z = %4.1f \n",
			range * cos(FACTOR*theta) * cos(FACTOR*psi),
			range * sin(FACTOR*theta) * cos(FACTOR*psi),
			range * sin(FACTOR*psi));
*/
		fprintf(out_fp, "%10s  %4.1f  %4.1f %4.1f %4.1f\n",
			ident, range,
			range * cos(FACTOR*theta) * cos(FACTOR*psi),
			range * sin(FACTOR*theta) * cos(FACTOR*psi),
			range * sin(FACTOR*psi));
		}
		if (p_flag == 0) p_flag++;

	}
}


Date: Tue, 26 Sep 1995 13:21:54 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: sfrpg: star data options

On Mon, 25 Sep 1995, Laura L. and Allan Hayes Vogel wrote:
> 1) Granted that 2300 AD was all excited about using brown dwarves in their
> game, does that made them necessarily important in Jim's? Speaking as an
> ecologist, _I_ wouldn't recommend anyone wasting very valuable stellar
> drive vessels checking those systems out after the first one or two. Mining
> maybe, but does that lead to a high number of good gaming ideas? It seems

Not only does the mining concept fall a little short on the interest
scale, it also tasks believability.  Brown dwarfs are cool but not
cold.  Further, the surface gravity could prove difficult - granted
it may not be a black hole, but that doesn't prevent the surface
gravity from being too high to tolerate.  Even if we ignore both these
issues, there's the cost of lifting things out of a gravity well that
deep.  You'd be far better off mining gas giants for hydrogen or icy
asteroids or comets

> like (and I do this to an extreme degree too, so I don't mean this as a
> criticism) you're getting bogged down in details instead of focusing on the
> overall concept. While my past supervisers will tell you that I'm a bear
> for the details, and so make projects run late, still there's a point at
> which you have to say ENOUGH. Having gamed quite a bit, I'd start watching

True but spending some time playing with the details isn't all bad either.
It can lead to some interesting insights.  You just, as you said, have
to know when to say _enough!_ and move on.  Given that this is a SF
game, spending some time trying to get the local stars right can add
flavor - so long as it doesn't bog down the total effort too much.

> 2) I seem to have missed the point for deciding why 2300 AD's Star List is
> _grossly_ inadequate for your purposes. Briefly, what's is causing you to
> reject using it after adding corrections?

I think part of it is matching the corrections to the 2300 AD list.  Again,
a little time and effort here could be useful but I agree that we don't
want to get too tied up in this and I don't think we have yet.
 
> Maybe my remarks are due to a different focus, i.e., I'm interested in
> potential systems for habitable planets only. If so, I've probably missed
> an overall game idea and my apologies for wasting bandwidth.
 
Not at all however I think making some decisions in this arena will
have great impact on the overall game look and feel.  Take Traveller,
how did all those low tech planets (pre-star flight) get so populated?
Why is the galaxy so _full_?  Etc.  By spending some time thinking about
the universe (or at least our little piece of it) we can lay down a
foundation and justification for future work - aliens, pop density,
etc. - that feels a little more realisitic (as least based on our
assumptions).  And that doesn't mean we have to be realistic as in
true to fact but realistic as in not too far from fact and (more 
importantly) reasonably internally consistent.

Just my thoughts


Date: Tue, 26 Sep 1995 13:30:48 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: sfrpg: star data options

On Tue, 26 Sep 1995, Anders Sandberg wrote:
> >  Is there a reason we are compelled to stay nearby Earth?
> >  Is this an early space exploration game?
> 
> In the discussions I have had with James, we settled on the idea that it
> is hard and expensive to move between the stars. The hyperdrive I imagined
> (essentially an Alcubierre warp drive with some extra technobabble) would
> require some very expensive materials and *lots* of energy (the basis for
> interstellar economy) to start. Probably you could go further with more 
> energy, but humans are in the minor league anyway and probably don't have 
> access to that kind of technology. 

Can you (if its not too premature) explain the warp drive a little bit
more - as you picture it working (some of your comments hinted but
a little clearer explaination would be useful).
 
> One way ships are powered by in-system installations (say, a network of
> lasers) so they can warp away, forcing them to travel between civilized
> systems. But they are much cheaper, and there are strong economic
> incentives for the locals to build refueling stations to get trade. 

So you have two (or more) systems hurling ships back and forth like
a game of catch?  Hmm...interesting.  Would kind of cut down on
piracy wouldn't it?  What are the travel times like?  How do you
handle accidents (aiming errors that is - opps missed the system cause
I was off by 0.000001 arcseconds :-) )?


From: james vassilakos <jimv>
Subject: sfrpg: the basic premise
Date: Tue, 26 Sep 1995 19:42:45 -0700 (PDT)

Every RPG-setting needs a premise. Here's what I've got cookin'
so far:

The Awakening

Homo Sapiens had been around on Earth for well over a hundred-
thousand years when the Old Ones (also known as the Jihuti) first
arrived. What these aliens from the stars stumbled upon was a
race of beings very much like themselves in their own distant
past, a race which though it had managed to fabricate and use
tools to some primitive extent and which walked on two legs as
they did, was still perhaps a million years away from naturally
evolving the sort of intelligence that would allow them to take
their place among the stars, and even that would only happen with
the most phenomenal of luck.

The Old Ones, though very ancient, were not a patient race. They
believed in making friends... literally... and decided to
genetically enhance mankind, boosting the complexity of his brain
while leaving his physical form unaltered.

This was ten-thousand years ago, and Humanity hasn't been quite
the same ever since.

A Dangerous Savage Child-Race

Although the Old Ones could bestow upon Humanity the flames of
intelligence, they could not foresee the path it would burn. The
child race's first invention was warfare. Thousands died in
bloody carnage despite intervention after intervention. The Old
ones were perplexed. This had never happened before. Other child
races had been able to cope with their changing world without
resulting to violence to solve every problem. Humanity was
somehow different.

The key difference, perhaps, was the psychology which evolution
had bestowed. Humanity had never really occupied a specific
ecological niche. They could hunt, gather, and even scavenge when
the opportunity presented itself. Unlike the other child races,
they were versatile in the extreme, and this versatility was
partly the result of a strange mixture of several emotions and
motivations which were the core of the human psyche. As a xeno-
biologist of a later millennium would describe them, Humanity was
as its heart a combination of "fear, opportunism, and every-
being-for-himself high-adrenalin-savagery."

The Great War & The Technology Ceiling

Around the time that the Vandals were plundering Rome, another
Empire was also in disintegration. The Old Ones had hatched a
veritable multitude of races, yet, while they were undisputed
geniuses at the art of genetic uplifting, they were somewhat
lacking in the art of government. Several of their child races
had reached the same technology level which the Old Ones had
attained long ago. This was the technology ceiling, the point at
which progress stopped for all "backwater" communities (those
without a multitude to high energy stars such as those societies
which exist in the spiral arms and in the galactic core), and
this created a situation where all races were more or less equal.
The problem was that the child races had not been treated as
equals, but rather as a cross between underlings and slaves, and
not a year went past where they were not reminded of what their
situation would be had they not been so generously uplifted in
the first place.

Many of these races wanted to colonize new worlds, to expand
their civilizations, and essentially, to stretch out, however,
all the good worlds in the local area had already been taken by
the Old Ones themselves or were ecological preserves for races
which had been uplifted some time during the recent past but
which had not yet attained a technical civilization. The child
races wanted a bigger piece of the pie than they'd been handed,
and at the instigation of one of their number, a war was begun
which, within several years, had utterly wiped out the Old Ones,
leaving only the child races in their wake.

The Coalition

Though the Old Ones themselves had perished within the early
years of the war, the fighting continued for many decades
thereafter. Without a parental figure to bind them together, the
child races were free to fight each other in pursuit of their
separate agendas. Some of these races were utterly extinguished
during these years. Several others, seeing that the situation had
gotten totally out of control, decided to band together in an
attempt to stop the fighting. This resulted in the Interstellar
Coalition which exists today.

Policy toward Newcomers

Toward the end of the war, another uplifted race had attained FTL
for the first time. It had never been contacted by the other
races. In all the chaos of the preceding century, it had been
virtually ignored. Unfortunately, the exploration vessel which it
sent out was mistook by one species as an enemy warship, and open
hostilities resulted which soon culminated in the nuking of the
newcomer's homeworld. Before the race could be totally rubbed
out, however, several Coalition members stepped in to intervene.
The Newcomer was saved, but only just barely.

From that time forward, the policy toward newcomers (races,
uplifted or otherwise, which are just attaining FTL) has been as
follows:

   (1) If they seem capable of peaceful coexistence, then they
are offered membership in the Coalition. If they refuse, they are
prohibited from leaving the confines or their own star system,
but they are guaranteed that their own space won't be violated by
unwelcome trespassers. Alternately, they may request the
guardianship of a coalition member, which means that they are
subject to the laws of that member and are, hence, indirectly, a
member of the coalition, through the auspices of their guardian.

   (2) If they don't seem capable of peaceful coexistence, then
they may be exterminated for the common good or turned over to
another race for obligatory guardianship. Generally, their star
system is incorporated into the territory of a nearby race, and
that race disposes of the newcomer as they see fit. Any child
race which mismanages its own world such that its civilization
begins collapsing into ruins before it attains FTL automatically
falls into this category.

Odds against Earth

By the middle of the 20th century the majority of the coalition
races regarded Earth as little more than a barbaric curiosity,
and a passing one at that, the only proto-newcomer known to have
tapped nuclear power before developing supersonic flight. Some
lamented the day that the Solians (the Earthers) should ever
achieve FTL. Nonetheless, the majority were comforted by the fact
that Earth was slowly destroying itself with carbon dioxide
emissions and that the Solian civilization would most likely
collapse from within before it ever made it off its homeworld.

Already, they began discussing who among them would inherit Sol.
As it happened, the solar system was situated along the border of
two different alien states, the Hifaru and the Ikkadju. The
former were a small, amphibious, grey-skinned race of vegetarian
bipeds (the Old Ones were bipedal also and had a preference for
uplifting bipeds, believing them more suited to technological
society). The Ikkadju, on the other hand, were large avian
carnivores which longed for garden worlds such as Earth, and
which had begun campaigning vigorously for the Coalition's
authorization to expand its borders to encompass the solar system
before Humanity should utterly ruin the planet.

First Contact

First contact between a modern Earth government and an alien race
occurred in the late 1940s between the United States and the
Hifaru. The U.S. military got exceedingly lucky and shot down a
Hifaru reconnaissance vessel which had been damaged in foul
weather (struck by lightning). The Hifaru were attempting to
gather more precise data on the rate of technological progress on
Earth despite Coalition edicts warning all members to stay away
from the planet.

The event, the most important perhaps in all of human history,
was kept under wraps due to the cold war with the Soviets. When
actual political contact was finally established, secrecy was
continued at the request of the Hifaru. They promised to help the
Terran civilization get past its growing pains if Earth would
become a willing member of their domain at the successful
termination of its childhood. They warned the U.S. government
that the Ikkadju were attempting to claim the Earth as their own,
and that Humanity would probably not survive incorporation with
them, so that it would be in Humanity's own best interest to
become an Hifaru protectorate. Secrecy of the deal was
maintained, although the NATO allies were individually brought
up-to-date over the course of the next several years. After the
initial shock, some of them questioned the wisdom of the deal,
but none of them were ready to stand against the others.

Into the 21st Century

Despite heavy doses of secret technical aid during the late 20th
and early 21st centuries, Earth's ecosystem began teetering,
clearly on the edge of a major collapse. The dire situation was
mainly a result of the rising world population, which the NATO
allies couldn't control, though they were informed that they
either had to or face a very bitter ruin. Meanwhile, the Ikkadju
grew suspicious that some sort of funny business was going on.
Humanity's technological level had risen much faster than
expected. In the space of only a few decades, Humanity had
harnessed both fusion and gravity, two key steps before the
attainment of FTL. This had also provided some breathing space,
ecologically speaking, but with the population continuing to
skyrocket, even this wasn't enough.

Tension mounted on Earth, however, as the NATO alliance and
Russia (which had by then also become a trusted ally) started
dictating population levels and various global ecological reforms
to the developing nations. A sort of anti-imperialism fervor
resulted in the third world, causing outbreaks of fighting
(called civil wars by commentators, though they were really
attempts by the local strongmen to push away rising 1st world
influence and reinstate their own power-base).

Childhood's End

Suddenly, NATO made public the discovery and implementation of
FTL. Over the course of ten years, a small fleet of ships had
been secretly constructed. The interstellar community was
shocked. No other race had ever climbed the technical ladder so
swiftly, and before the Coalition could react, news was received
that the Solians had made contact with the Hifaru, and that they
were already discussing the possibility of Earth becoming a
protectorate.

The Ikkadju were certain, at this point, that they were being
taken to the cleaners, however, they had no way to prove it. They
cited the current eco-wars on Earth as well as the balkanized
nature of the planet as evidence that the Earthers were not ready
to enter the coalition. During a period of ten years, there
ensued a political controversy among the coalition members over
what to do about Earth. During that time, however, Earth kept
busily building warships. The Ikkadju seized a Solian patrol
vessel in order to prove their hypothesis that somebody had been
giving Earth lots of help. The technology they recovered had
clearly been copied. The designs of key systems were among those
already in use for thousands of years by other races. At this
point, the coalition as a whole realized that the Hifaru must
have secretly been providing technical assistance for quite some
time.

The Ikkadju-Solian War

The breaking-point came toward the end of the 21st Century. The
Coalition was waffling over what to do about Earth. They couldn't
undo the "damage" the Hifaru had done, nor could they reward the
Hifaru by honoring Sol's request to become an Hifaru
protectorate. Despite the fact that Humanity had not made it to
space on its own (and that it certainly would never have if not
for Hifaru involvement), and despite the fact that Earth was
still building modern warships at a disgusting rate, the High
Council seemed to be on the verge of offering Humanity full
membership into the Coalition.

The Ikkadju decided to take the situation into their own hands
before that could happen. They provoked several Solian patrol
ships into a small skirmish and then used the incident as a
pretense for waging a full scale assault against Earth itself.
Though they suffered heavy losses, the attack devastated large
portions of Earth, killing billions.

The Coalition was shocked and outraged by the incident, and there
ensued a storm of protests. Nothing like this had ever happened
since the Great War, and while many of the Coalition members were
calling for retaliation against the Ikkadju, others were openly
relieved that somebody had squashed the barbaric Solians who
should never have been allowed to get as far as they had in the
first place, while still others simply didn't want to get
involved.

The Aftermath

The player characters are probably military personnel who were
either involved in the Battle of Earth or were out on scouting
missions and border defense when it happened. They will be
alternately feared, hated, pitied, and ignored by the aliens they
encounter.

One neat part of the game is that (at the GM's discretion) the
players get to live through this period of history and revisit
Earth after it is nearly reduced to a charred cinder. There will
be decisions that need to made regarding how to hide or protect
the remaining population from any future attacks. Civilization on
Earth will quickly degenerate if they players do nothing.
Meanwhile, the coalition will continue discussing what to do with
the planet and its remaining population while the Ikkadju may
decide to come back and finish the work they started.

So is that too happy-happy joy-joy or what?


Date: Tue, 26 Sep 1995 19:47:23 -0800
From: llvogel@teleport.com (Laura L. and Allan Hayes Vogel)
Subject: Re: sfrpg: star data options

On Tue, 26 Sep 1995 Tony L. Hayes wrote:
>I think part of it is matching the corrections to the 2300 AD list.  Again,
>a little time and effort here could be useful but I agree that we don't
>want to get too tied up in this and I don't think we have yet.

Okay, I got where you're going right now. The first point sounds like a
good idea, and the second one now seems like a reasonable thing to do
(though I'll probably not be able to contribute much to that thread).
Thanks for filling me in on both of them.

>Not at all however I think making some decisions in this arena will
>have great impact on the overall game look and feel.

I strongly agree!

>Take Traveller, how did all those low tech planets (pre-star flight) get so
>populated?
>Why is the galaxy so _full_?  Etc.

As I recall, wasn't a minor historical theme in Traveller that of
Spengler's cyclical civilizations for humanity? Anyway, I believe that they
also had at least one Forerunner type race (to leave all those ruins around
- or was that GURPS Space? -It's been a long time since I re-read both of
them). Both factors _ought_ to have contributed to the fullness of the
Traveller galaxy.

Speaking now as an ecologist, I think there is a fourfold answer to Fermi's
paradox. First, there is life only on planets orbiting "Population I" stars
(Yes, yes, I know that's an out-of-date term, the point is that lifeforms
need trace metals for enzyme activation -which ones and how much is a fair
game-type of question, but all of the sound biologically based speculation
about "alien" lifeforms that I've read seem to agree on that requirement).
Second, intelligence _may_ require a climatic "kick start" like the
Pleistocene glaciations drying out the African rain forest - such events
don't happen very often geologically - the last big episode of glaciation
was 100s of million years before. Even if we assume that other
environmental problems can cause the development of intelligence, I
question whether or not they occur with high frequency given Earth's
"average" geological history. Third, there may be a lack of local
technological civilizations or those that have such a civilization are
without, or only with slow, FTL. Fourth, how many intelligent species
survive the equivalent of our rapidly approaching "Time of Sorrows?" I'm
fairly certain humanity will make it, BUT will we have the resources to
return to space afterwards? I hope so, but I don't know, and since the Time
of Sorrows will last a minimum of two generations, I won't get to find out.
I'm just hoping we can get a Mars colony up before it happens - I'll feel a
lot better about our future in space then.

Nevertheless, the point of my apparent digession in the preceeding
paragraph was to state that I agree with you that the universe isn't going
to be very full, particularly not of intelligent lifeforms. Unfortunately,
even though Asimov did quite well in Foundation with a single intelligent
species in the Milky Way (and its creation, the robots), that could be a
rather sterile SFRPG.

>By spending some time thinking about
>the universe (or at least our little piece of it) we can lay down a
>foundation and justification for future work - aliens, pop density,
>etc. - that feels a little more realisitic (as least based on our
>assumptions).  And that doesn't mean we have to be realistic as in
>true to fact but realistic as in not too far from fact and (more
>importantly) reasonably internally consistent.

I'm in 100% agreement with you. My main question is what the balance is in
the last sentence between relative realism and "totally accuracy." If the
latter, then the game would have to be limited to relativistic STL drives
combined with either "Snow White" and/or booster spice. I did a SFRPG game
based upon this set of ideas several years ago (The gamers travelled to a
[widely separated] multiple G-class dwarf system so they had a chance to
travel to different worlds within the player characters' lives); it seemed
to be a decent game devise though we didn't make it into a campaign due to
my work load. Also L. Sprague DeCamp used these limitations successsfully
in his Viagens Interplanetary SF novels, so these limitations would appear
to be a viable system.

BUT are such limitations a fun universe to role play in??? Or should
starships be like on Star Trek or even faster like in Niven's Known Space?
The interaction just between speed of interstellar travel and frequency of
intelligent aliens will strongly influence the "feel" of any game.

>Just my thoughts

Mine too. Please take _EVERYTHING_ above with a large grain of salt, and
please excuse me if I've gone too far on anything.


Date: Tue, 26 Sep 1995 16:49:42 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: errors

I've been looking at the data and the output file from my program.
I'm having trouble getting _any_ of the stars in the 69 catalog
to match.  I'm going to double check the conversion from RA to
polar theta - make sure RA-Dec isn't left handed - I'm virtually
sure it isn't but I'm going to double check the definition to be
sure.  I checked over the parallax to make sure it really was in
unit of 0.0001 arcsec (which is standard which is why I assumed it
was) and it appears to be (mentioned in the file description).

I was putting out x,y,z in parsecs instead of ly which I noticed the
69 data was using - I added a conversion factor (3.26 ly/pc).

In short, I can't find anything wrong with the method but can't account
for the difference.  I expect to find a number of stars that are off
slightly but I'm not seeing even vague matches.  The only other thing
I can think of is that the 69 data is bad.  Was it gotten from a 
astro data source (like the 91 data) or was it entered from a chart
in 2300 AD?  My thought was maybe in converting the data for use in the
game, they either accidentally or purposfully altered it which would
explain the lack of matches.

Also note that the 91 data covers a larger area then the 69 data -
25 pc vs 50 ly (25 pc ~ 81 ly).  Still you'd expect some of
them to match since the 91 should be a superset of the 69.

Very frustrating!  Any ideas?


Date: Wed, 27 Sep 1995 10:10:22 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: sfrpg: star data options

On Tue, 26 Sep 1995, Laura L. and Allan Hayes Vogel wrote:
> Speaking now as an ecologist, I think there is a fourfold answer to Fermi's
> paradox. First, there is life only on planets orbiting "Population I" stars
> (Yes, yes, I know that's an out-of-date term, the point is that lifeforms
> need trace metals for enzyme activation -which ones and how much is a fair
> game-type of question, but all of the sound biologically based speculation
> about "alien" lifeforms that I've read seem to agree on that requirement).

This seems to be probable. One fun take on this is a short story by Greg 
Bear where there was a single intelligent species which evolved around a 
population I star, the senexi. Since they were alone in the universe, 
they spread far and wide, only to find that in time faster and smarter 
beings evolved around population II stars. The ensuing war was quite 
enormous... 

> Second, intelligence _may_ require a climatic "kick start" like the
> Pleistocene glaciations drying out the African rain forest - such events
> don't happen very often geologically - the last big episode of glaciation
> was 100s of million years before. Even if we assume that other
> environmental problems can cause the development of intelligence, I
> question whether or not they occur with high frequency given Earth's
> "average" geological history. 

What about land bridges between different continents? That could lead to 
the spread of new predators or prey, which could contribute to the 
development of intelligence. 

> Third, there may be a lack of local
> technological civilizations or those that have such a civilization are
> without, or only with slow, FTL. Fourth, how many intelligent species
> survive the equivalent of our rapidly approaching "Time of Sorrows?" I'm
> fairly certain humanity will make it, BUT will we have the resources to
> return to space afterwards? I hope so, but I don't know, and since the Time
> of Sorrows will last a minimum of two generations, I won't get to find out.

FTL may be a very hard problem, perhaps not theoretically but practically 
(especially if it requires lots of energy, which could imply that large 
solar collector factories and high-efficiency energy storage has to be 
developed). One idea I have toyed with is 'complexity limits': there is a 
limit of how complex system each species can handle, and to break through 
one of these limits requires either outside help (another species might 
find the amazingly hard problem trivial but have trouble with other parts 
of our physics) or great luck. Maybe GUTs are such extremely complex 
things most species never succeed in understanding, although some 
implications (like FTL) are known and used. 

This could also prevent singularities, civilizations developing faster and
faster until they become incomprehensible (James and I have discussed this
at length; while I like the idea I agree it might be hard to use in the
game) - sooner or latter all civilizations reach a complexity ceiling,
where they find that they cannot handle things any more. Either they have
to move back or adapt to it, but if it is reached too fast the results can
be devastating. 

Maybe one in ten species manage to get through this stumbling block; the 
rest annihilate themseves, become static or repeat the cycle more times. 
Other races avoid such youngsters, because they are bound to have lots of 
problems they would be only too happy to drag others into ("Yes! You have 
antimatter conversion! PLEASE give it to us, it would save billions of 
our lives..."). From the perspective of other species, the only species 
worth dealing with are those who have stabilized themselves somewhat or 
those who have begun to travel interstellarly (they might not be 
pleasant, but they are out there now) or possibly the lucky few that 
comes up with something unique. 

> Nevertheless, the point of my apparent digession in the preceeding
> paragraph was to state that I agree with you that the universe isn't going
> to be very full, particularly not of intelligent lifeforms. Unfortunately,
> even though Asimov did quite well in Foundation with a single intelligent
> species in the Milky Way (and its creation, the robots), that could be a
> rather sterile SFRPG.

With FTL, you can colonize other parts of the galaxy too. So there might 
be just (say) a thousand intelligent species in the galaxy, but many of 
them have spread far and wide; some remaining in their home regions, 
others seeking out distant stars. In the scenario I have imagined, 
galactic culture is concentrated along trading routes and important 
systems, with many backwaters and seldom visited regions (are you going 
to spend 10^18 Joules of precious energy to visit that little star, which 
was catalogued just a few thousand years ago?)

> BUT are such limitations a fun universe to role play in??? Or should
> starships be like on Star Trek or even faster like in Niven's Known Space?
> The interaction just between speed of interstellar travel and frequency of
> intelligent aliens will strongly influence the "feel" of any game.

I would like FTL to be possibly, but extremely expensive and cumbersome. 
I have this vision of starships consuming the energy production of a 
good-sized planet to go into FTL-mode, and requiring utterly expensive 
materials to build. At the same time, advanced races might be so rich 
that they can afford big trade fleets, while minor races like humans just 
have one or two second-hand ships.

Note that intra-system travel might be quite economic, especially if you 
use mini-FTL drives (I think James and I discussed having the energy 
requirements scale with the square of the distance traversed). Many races 
probably are more active in-system than on the interstellar scale.


Date: Wed, 27 Sep 1995 18:13:46 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Some comments

>ones were perplexed. This had never happened before. Other child
>races had been able to cope with their changing world without
>resulting to violence to solve every problem. Humanity was
>somehow different.

Actually, I doubt this is true. We know that chimpanzees go to 
equally pointless and bloody wars (albeit smaller), and the same
seems to hold for ants too. On the other hand, wars might be rare
among intelligent species due to simple evolutionary constraints.

>The key difference, perhaps, was the psychology which evolution
>had bestowed. Humanity had never really occupied a specific
>ecological niche. They could hunt, gather, and even scavenge when
>the opportunity presented itself. Unlike the other child races,
>they were versatile in the extreme, and this versatility was
>partly the result of a strange mixture of several emotions and
>motivations which were the core of the human psyche. As a xeno-
>biologist of a later millennium would describe them, Humanity was
>as its heart a combination of "fear, opportunism, and every-
>being-for-himself high-adrenalin-savagery."

This versatility aspect might be interesting to follow up on.
While I don't want every to species to necessarily have one gimmick
(like in Star Trek: vulcans are logical, klingons aggressive,
betazoids empathic, ferengi greedy and so on), all species have
their own peculiar traits and abilities. Humans might be exceptionally
flexible (the only competition is from the Rollers, soon to be posted)
compared to most other races, but perhaps below the mean when it
comes to impulse control. 

>The Great War & The Technology Ceiling
>
>Around the time that the Vandals were plundering Rome, another
>Empire was also in disintegration. 

Exactly when did the Old Ones interfere actively? I would imagine
they began their uplift around 100,000 years or so, spent a few
thousand years tinkering with human genes, and then placed an
observation outpost in the vicinity to watch and redirect things
if needed (no point in having the entire Uplifting Corps stationed
on Earth). This outpost may have been more or less active, sometimes
helping things, sometimes just watching (different administrations?).

>The Old Ones had hatched a
>veritable multitude of races, yet, while they were undisputed
>geniuses at the art of genetic uplifting, they were somewhat
>lacking in the art of government.

I like that description! :-)

>This was the technology ceiling, the point at
>which progress stopped for all "backwater" communities (those
>without a multitude to high energy stars such as those societies
>which exist in the spiral arms and in the galactic core), and
>this created a situation where all races were more or less equal.

This seems quite workable. But we have to define some parts of this
celing later.

>The Coalition
>
>Though the Old Ones themselves had perished within the early
>years of the war, the fighting continued for many decades
>thereafter. Without a parental figure to bind them together, the
>child races were free to fight each other in pursuit of their
>separate agendas. Some of these races were utterly extinguished
>during these years. Several others, seeing that the situation had
>gotten totally out of control, decided to band together in an
>attempt to stop the fighting. This resulted in the Interstellar
>Coalition which exists today.

This sounds like a quite good background. However, I think we should
regard the Coalition as fairly local, maybe extending a few hundred
lightyears in all directions (possibly even non-connected, it could
be more like a defense treaty like NATO). Beside the child races of 
the Old Ones, other races may have joined in simply because they 
liked the idea, wanted protection or were forced to ("It is for your 
own good!").

>Policy toward Newcomers

>Before the race could be totally rubbed
>out, however, several Coalition members stepped in to intervene.
>The Newcomer was saved, but only just barely.

This race could be quite interesting. I get the impression that it
is the bad conscience of the Coalition, perhaps it has been given
special status etc. 

>>From that time forward, the policy toward newcomers (races,
>uplifted or otherwise, which are just attaining FTL) has been as
>follows:
>
>   (1) If they seem capable of peaceful coexistence, then they
>are offered membership in the Coalition. If they refuse, they are
>prohibited from leaving the confines or their own star system,
>but they are guaranteed that their own space won't be violated by
>unwelcome trespassers. 

If they are in a sparsely populated region with no other developing
races, they might be given a larger volume to occupy (its quite hard
to prevent ships from moving from one system to another).

>Alternately, they may request the
>guardianship of a coalition member, which means that they are
>subject to the laws of that member and are, hence, indirectly, a
>member of the coalition, through the auspices of their guardian.

Although in this case the guardian is also responsible for their
behavior. 

>   (2) If they don't seem capable of peaceful coexistence, then
>they may be exterminated for the common good or turned over to
>another race for obligatory guardianship. Generally, their star
>system is incorporated into the territory of a nearby race, and
>that race disposes of the newcomer as they see fit. Any child
>race which mismanages its own world such that its civilization
>begins collapsing into ruins before it attains FTL automatically
>falls into this category.

Although in such cases other races seldom step in, since its
too messy to deal with until the race is either dead or have
stabilized itself. Remember, most races have very little use
for savages and there might be some prohibitions among the
Coalition members from seizing planets with (potentially) 
intelligent species left over from the Old Ones (after the
Great War there were lots of planets to choose from, although
most were a bit damaged).

>Already, they began discussing who among them would inherit Sol.
>As it happened, the solar system was situated along the border of
>two different alien states, the Hifaru and the Ikkadju.

I would like to downplay the importance of borders and states; 
Coalition members could consist of whatever odd forms of government
they choose, and some might be fragmented into mutually competing
states.

> The
>former were a small, amphibious, grey-skinned race of vegetarian
>bipeds (the Old Ones were bipedal also and had a preference for
>uplifting bipeds, believing them more suited to technological
>society).

The Greys of UFO folklore, right? 

> The Ikkadju, on the other hand, were large avian
>carnivores which longed for garden worlds such as Earth,

Hmm, a bit too cliche for my taste. First, I don't think there are 
that many species out there that would fit with our concept of avians, 
and carnivores longing to take over the Earth for selfish reasons are 
a dime a dozen. They are too similar to the Gubru in Brin's "The Uplift
War".

However, I think we can easily change them to something else if we want to. 

>First Contact
>
>First contact between a modern Earth government and an alien race
>occurred in the late 1940s between the United States and the
>Hifaru. The U.S. military got exceedingly lucky and shot down a
>Hifaru reconnaissance vessel which had been damaged in foul
>weather (struck by lightning).

Was this really an accident, or did Hifaru high command do it to
ensure deniability ("Yes, we are dealing with the solians, but
only to get our pilots home from those savages!")?

Hmm, I get the impression that both the Hifaru and Ikkadju were
violating Coalition guidelines by scouting the solar system
(beside their allowed listening posts in the asteroid belt).

Note that as humanity gained control over gravity, local 
spaceflight became much easier, and the aliens would have
to hide better. On the other hand, if NATO had a monopoly on
most of it, they could hide the aliens even better.

>Tension mounted on Earth, however, as the NATO alliance and
>Russia (which had by then also become a trusted ally) 

What about China? Russia as a big power in the 21st century is
not unreasonable, but a bit boring. And China could have an immense
potential, especially if NATO could convince it of becoming
more eco-friendly in exchange for alien technology. 

>The Ikkadju decided to take the situation into their own hands
>before that could happen. They provoked several Solian patrol
>ships into a small skirmish and then used the incident as a
>pretense for waging a full scale assault against Earth itself.
>Though they suffered heavy losses, the attack devastated large
>portions of Earth, killing billions.

If they had reached the technology ceiling as everybody else, but
humanity had not, then they would probably have been able to
attack with small losses (the Ikkadju might not like the humans,
but they are not suicidal, I presume). After all, just a few
relativistic antimatter-warheads against major human installations
ought to do the job, not to mention the "accidental" release
of some old cold-war bioweapons...

>So is that too happy-happy joy-joy or what?

No, we want DARKNESS! More destruction! :-)

I like this background a lot. It has shades of the Uplift Universe of
Brin, but it is original. Some notes:

The Coalition might be more an economic organization than a military
one (a bit like the EEC but possibly even less efficient). Defense
against outside threats can be handled swiftly using the combined
fleets, but internal squabbles like this conflict (which still
might rank quite low on the agenda) are hard to do something about.

Why do the various races want Sol? One reason is of course the nice
garden world, but there might be other too: it could become an
important trading route in the future, if some plans of the Coalition
are implemented (guess who wanted that resolution to pass?). Some
races might actually be interested in human products or skills 
("They are so darn flexible, Ghroool! The Orbs just stop working
and the Kloj turn green when the plan doesn't work, but humans
just suggest a new plan. Of course, you have to stand the smell.").

I think there is a larger galactic society too, where the
Coalition is just one of the players. Traders, diplomats and
experts from non-Coalition races might be present, and some
might also have an interest in the sol-ikkadju affair...


From: james vassilakos <jimv>
Subject: Re: errors
Date: Wed, 27 Sep 1995 10:36:49 -0700 (PDT)
 
> I was putting out x,y,z in parsecs instead of ly which I noticed the
> 69 data was using - I added a conversion factor (3.26 ly/pc).

The 69-data is using units of one lightyear. You may want to
output the 91-data as lightyears units instead of parsecs.

> The only other thing
> I can think of is that the 69 data is bad.  Was it gotten from a 
> astro data source (like the 91 data) or was it entered from a chart
> in 2300 AD?

Anders took it straight off the 2300AD chart.

> My thought was maybe in converting the data for use in the
> game, they either accidentally or purposfully altered it which would
> explain the lack of matches.

Quite possible.

It may be partly a result of separate X-Y planes. The solar plane
would be a good choice for this, given the origin of the map, however,
it is possible they chose the terran equatorial plane (if the two
are even different).
 
> Also note that the 91 data covers a larger area then the 69 data -
> 25 pc vs 50 ly (25 pc ~ 81 ly).  Still you'd expect some of
> them to match since the 91 should be a superset of the 69.

Yes. This was another reason I liked the 91-data. Unfortunately, it's
of little use to us without star type and class data.
 
> Very frustrating!  Any ideas?

If we can come up with vaguely accurate type and class data as well
as non-abbreviated star names (where applicable) for the 91-data,
then I'm not going to worry too much about conforming to the
69-data. We can just assume that GDW screwed-up. However, if the
91-data can't give us type and class info and/or their star
designations are too obscure (such that we can't figure out
which stars are the named ones), then I guess we're stuck with
the 69-data, and we'll just have to twiddle the fictional names
which GDW provided many of the stars.


From: james vassilakos <jimv>
Subject: Re: Some comments
Date: Wed, 27 Sep 1995 11:31:27 -0700 (PDT)
 
> Actually, I doubt this is true. We know that chimpanzees go to 
> equally pointless and bloody wars (albeit smaller), and the same
> seems to hold for ants too. On the other hand, wars might be rare
> among intelligent species due to simple evolutionary constraints.

We'll, the ants are such a collective society. Chimpanzees,
however, are not. Among all the mammals, I know of no other
genus outside of hominids which wage mass-murder against
their own kind. We are rather unique in this respect.
 
> This versatility aspect might be interesting to follow up on.

Well, I don't know of two many omnivore mammals outside of
hominids either. Any biologists want to step in?

> Exactly when did the Old Ones interfere actively? I would imagine
> they began their uplift around 100,000 years or so, spent a few

I had originally pinned a date of -30000 years, however, after
talking to Joerg about it, he indicated that agriculture didn't
really begin until -10000 years, so that was the new date I
set in this version of the premise. My basic idea was that
our uplifting consisted of only intelligence enhancement,
but no physical (i.e. bone structure) modification.
 
> This sounds like a quite good background. However, I think we should
> regard the Coalition as fairly local, maybe extending a few hundred
> lightyears in all directions (possibly even non-connected, it could
> be more like a defense treaty like NATO). Beside the child races of 
> the Old Ones, other races may have joined in simply because they 
> liked the idea, wanted protection or were forced to ("It is for your 
> own good!").

Yes, it certainly isn't a galaxy-wide thing. Probably only a few
hundred light years. Maybe a few thousand on the outside. However,
we have to indicate what is stopping its expansion (who the neighbors
are, so to speak, even though they are far enough away from Earth
that they will most likely not entire into the game very much).
 
> Remember, most races have very little use
> for savages and there might be some prohibitions among the
> Coalition members from seizing planets with (potentially) 
> intelligent species left over from the Old Ones

Yes, but if a species were utterly ruining its homeworld (either
turning it into a greehouse or nuking itself), I think they
would probably be judged a failure at that point and the
nearest aliens would step in rather than let the planet go
to waste.

> I would like to downplay the importance of borders and states; 
> Coalition members could consist of whatever odd forms of government
> they choose, and some might be fragmented into mutually competing
> states.

I still think most races would have some form of central
government, and most governments would have boundaries of
jurisdiction. Otherwise, you have a situation of chaos
(which may actually exist in some areas... free trade zones,
in effect... maybe Sol is in one of these).
 
> >former were a small, amphibious, grey-skinned race of vegetarian
> >bipeds (the Old Ones were bipedal also and had a preference for
> >uplifting bipeds, believing them more suited to technological
> >society).
> 
> The Greys of UFO folklore, right? 

The Hafaru are, yes.
 
> > The Ikkadju, on the other hand, were large avian
> >carnivores which longed for garden worlds such as Earth,
> 
> Hmm, a bit too cliche for my taste. First, I don't think there are 
> that many species out there that would fit with our concept of avians, 
> and carnivores longing to take over the Earth for selfish reasons are 
> a dime a dozen. They are too similar to the Gubru in Brin's "The Uplift
> War".
> 
> However, I think we can easily change them to something else if we want to. 

Yeah, these guys were just an idea. Ikkadju means something along the
lines of Mountain Lords. I was picturing them as something approaching
the size of a pterodactyl (pteranodon) though with more advanced wings.
But it really doesn't matter what this other race is so long as they
can wage war against humans and have the psychology to do so (which
was why I made them carnevores).

> >First contact between a modern Earth government and an alien race
> >occurred in the late 1940s between the United States and the
> >Hifaru. The U.S. military got exceedingly lucky and shot down a
> >Hifaru reconnaissance vessel which had been damaged in foul
> >weather (struck by lightning).
> 
> Was this really an accident, or did Hifaru high command do it to
> ensure deniability ("Yes, we are dealing with the solians, but
> only to get our pilots home from those savages!")?

This is one of the side debates. The Hifaru deny it emphatically.
There is no way it can be proven one way or the other.
 
> >Tension mounted on Earth, however, as the NATO alliance and
> >Russia (which had by then also become a trusted ally) 
> 
> What about China? Russia as a big power in the 21st century is
> not unreasonable, but a bit boring. And China could have an immense
> potential, especially if NATO could convince it of becoming
> more eco-friendly in exchange for alien technology. 

I think China would have to become democratic before NATO would
realistically trust them as an ally.
 
> >Though they suffered heavy losses, the attack devastated large
> >portions of Earth, killing billions.
> 
> If they had reached the technology ceiling as everybody else, but
> humanity had not, then they would probably have been able to
> attack with small losses (the Ikkadju might not like the humans,
> but they are not suicidal, I presume). After all, just a few
> relativistic antimatter-warheads against major human installations
> ought to do the job, not to mention the "accidental" release
> of some old cold-war bioweapons...

I agree on a theoretical level, however, I was thinking that the
Ikkadju would rather not have left survivors if at all possible.
Hence, there would have to be something stopping them from
finishing the job on the first attempt. It is possible (though
unlikely) that the Hifaru supplied Earth all the way to the
ceiling. Perhaps, however, another race interveined in some
manner, causing the Ikkadju to withdraw before the job was done.
I'm open to ideas.

> >So is that too happy-happy joy-joy or what?
> 
> No, we want DARKNESS! More destruction! :-)

I thought you'd feel that way   :-)
 
> The Coalition might be more an economic organization than a military
> one (a bit like the EEC but possibly even less efficient). Defense
> against outside threats can be handled swiftly using the combined
> fleets, but internal squabbles like this conflict (which still
> might rank quite low on the agenda) are hard to do something about.

I imagine that it probably started as a defense alliance and then
sort of gathered more duties from there. Alliances sometimes have
a way of evolving over 1500 years into confederations or even
something stronger. We have lots of room to play with in as far
as how powerful we want this organization to be.
 
> Why do the various races want Sol? One reason is of course the nice
> garden world, but there might be other too:

The trading route idea is possible but does seem a bit forced.
The human products/skills idea also seems a bit too much. I
really think that Garden worlds are so damn rare that they
would be highly prized by aliens. With a fair bit of technology,
you could utterly wipe out an indiginous ecosystem and transplant
a new one within the space of a century. It would be like having
a tremendously huge starbase, and you wouldn't even have to pay
for the materials or the life support. Planets are great. Garden
worlds are priceless gems (given their rarity... assuming that
terraforming hasn't gone totally off the deep end).

> I think there is a larger galactic society too, where the
> Coalition is just one of the players. Traders, diplomats and
> experts from non-Coalition races might be present, and some
> might also have an interest in the sol-ikkadju affair...

Yeah. We were talking about the larger galactic society a bit
a few months ago. It really isn't necessary to go into much
detail at this stage. In fact, the Earthers may not even know
about it. It could be one of those things the players discover
during the course of the campaign.
 

Date: Wed, 27 Sep 1995 15:39:07 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: Some comments

On Wed, 27 Sep 1995, james vassilakos wrote:
> > This sounds like a quite good background. However, I think we should
> > regard the Coalition as fairly local, maybe extending a few hundred
> > lightyears in all directions (possibly even non-connected, it could
> > be more like a defense treaty like NATO). Beside the child races of 
> > the Old Ones, other races may have joined in simply because they 
> > liked the idea, wanted protection or were forced to ("It is for your 
> > own good!").
> 
> Yes, it certainly isn't a galaxy-wide thing. Probably only a few
> hundred light years. Maybe a few thousand on the outside. However,
> we have to indicate what is stopping its expansion (who the neighbors
> are, so to speak, even though they are far enough away from Earth
> that they will most likely not entire into the game very much).

I haven't had time to read and digest everything yet but I have a few
comments.  Frank Drake and crew came up with his realatively famous
"Number of civilizations in the Galaxy" equation some time back.  Depending
on how conservative or liberal you want to be with certain probabilities
you can get quite a range of possible values.  However, if we pick, say,
a million civilizations as the total number in the galaxy (remember this
is not yet to be or once was this is currently viable), then the _average_
sepearation of the races is _300 ly_ or about 90 parsecs for those who
prefer that system.

For the ancients to have bopped around and uplifted a bunch of races
implies two things:

1) the races were all natives of that world - ie. evolved there

2) the acients had some serious tech to be able to traverse those
distances so easily (give the average separation of 300 ly).

If the races are more closely spaced then we need to ask why?  A local
abberation?  How many races are we talking about?  If we can travel
relatively easily over the distance of 300 ly, how _big_ is the Coalition?

Traveller handled this by setting communications=travel speed which limits
the size of your empire (coalition).  

Next, while it is ideal to have a garden world, any species that can
harness the energies to travel between stars should be able to terraform
near garden worlds like Mars or Venus.  Why risk an attack and possible
interstellar war over a planet that you might well have to terraform
anyway?  How does one wipe out the intelligent race without adversely
effecting the eco-balance of the planet?  And if interstellar travel
is difficult, sending a fleet capable of dealing with an entire planet
with a race that is unusually warlike (and therefore better at then
you are) is hugely expensive and wasteful!  Lastly, if you can wait
a few 10's of thousands of years to see _if_ the race is going to be
viable, why not build your own planet?  Take one large factory ship
to a system with no planet in the "correct" orbit.  Have it crank out
simple robots that fly out to the asteroid belt, and bring the rocks
into the correct orbit with carefully calculated energies and trjectories
to allow them to _form_ a new world  OR  push a planet by applying
a force over a few millinea to cause it to spiral in or out to the
desired orbit OR build an artificial planet ala DeathStar.

I guess I'm not fond of the idea of Earth being essentially trashed
and Humans as outcasts.  Where is the incentive to be Human?  You have
no homeworld, you are a minor race, you don't really have any allies,
you have no assured port to repair or refit your ships, you may not
even have access to the same level of tech as the other races.

Why not do something like (and mind you this is _right off the top
of my head_ and not well thought out)

1) space travel is _NOT_ that hard (relatively speaking) ala traveller
but its a little slow - limits your size but allow you to move around
a bit and be able to afford to shuffle war fleets around if you want.

2) Human are unusually warlike (and perhaps adept at it).

3) The Hafaru (and perhaps the ancients too) realized that _this_ is
what Humans are good at ('A Small Talnet for War') and want to get
them on there side as pseudo mercenaries - unbeknownst to Terrans who
see them as a kind and generous race.

4) The Ikkadju figure out the Hafaru plan but have no proof, meanwhile
the Human are sucking down tech like a sponge and doing what they do
best, arming themselves, perhaps at the Hafaru's suggestion - "Other
races are not as kind and generous and peaceful as we Hafaru".  The
Ikkadju decide for reasons of self-preservation to maintain the balance
of power by exterminating the Humans.  They arrive with a hefty war
fleet and slightly better tech then the lowly Humans but the Humans are
better warriors.  Human battleskills offset higher tech and heavy
losses occur on both sides.  Perhaps the Hafaru arrives just in time
and the Ikkadju - weakened and now vulnerable - back off...for now.

5) Earth is battered but not beaten.  The Hafaru couldn't have planned
a better political move!  The had to protect Earth from the nasty
Ikkadju - Earth is greatful, the Coalition is stuck since the Ikkadju
made an unsanctioned attack - bad politics.

6) The game begins shortly after the war (a few years?  maybe a decade
or two?).  Earth is still the hot political topic.  Rumors of their
warlike prowess has made them feared, hated, and/or envied.  Hafaru
filters most of the info Earth gets and the Coalition is still trying
to resolve what to do about the Humans.  Meanwhile, the Humans are
even more determined and are rebuilding (with covert Hafaru aid? 
maybe even other races unbeknownst to the Hafaru?) ships, Earth,
the Solar system.  Perhaps other races are coming to call - looking
for mercenaries themselves.

This plays on your idea that Human are warlike while the other races
aren't so much so.

I don't know, just an alternative that still tries to hang on to a
lot of your basic ideas.
  
> > > The Ikkadju, on the other hand, were large avian
> > >carnivores which longed for garden worlds such as Earth,
> > 
> > Hmm, a bit too cliche for my taste. First, I don't think there are 
> > that many species out there that would fit with our concept of avians, 
> > and carnivores longing to take over the Earth for selfish reasons are 
> > a dime a dozen. They are too similar to the Gubru in Brin's "The Uplift
> > War".

See above for an alternate reason for the attack.

> > >So is that too happy-happy joy-joy or what?
> > 
> > No, we want DARKNESS! More destruction! :-)
 
Now there's an idea!

> > Why do the various races want Sol? One reason is of course the nice
> > garden world, but there might be other too:
> 
> The trading route idea is possible but does seem a bit forced.
> The human products/skills idea also seems a bit too much. I
> really think that Garden worlds are so damn rare that they
> would be highly prized by aliens. With a fair bit of technology,
> you could utterly wipe out an indiginous ecosystem and transplant
> a new one within the space of a century. It would be like having
> a tremendously huge starbase, and you wouldn't even have to pay
> for the materials or the life support. Planets are great. Garden
> worlds are priceless gems (given their rarity... assuming that
> terraforming hasn't gone totally off the deep end).

Or its not the planet but the Humans...explains Human abductions
"How do that terrans do that war thing so well..."

As always, just some ideas to toss about (or simply toss out).


Date: Wed, 27 Sep 1995 15:47:37 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: errors

On Wed, 27 Sep 1995, james vassilakos wrote:
> > I was putting out x,y,z in parsecs instead of ly which I noticed the
> > 69 data was using - I added a conversion factor (3.26 ly/pc).
> 
> The 69-data is using units of one lightyear. You may want to
> output the 91-data as lightyears units instead of parsecs.

I made the modification.  Just multiply range by 3.26 before it is
used anywhere else.
 
> Anders took it straight off the 2300AD chart.

That may explain it.  It depends on how careful GDW was.
 
> It may be partly a result of separate X-Y planes. The solar plane
> would be a good choice for this, given the origin of the map, however,
> it is possible they chose the terran equatorial plane (if the two
> are even different).

They are.  Solar coordinate use the orbit of the Earth as a reference
plane while RA-Dec uses the equator as a reference - a rotation of
23.5 degrees.
  
> Yes. This was another reason I liked the 91-data. Unfortunately, it's
> of little use to us without star type and class data.

I agree.  Perhaps we could just stick with the 69 data however, if
I get a chance, I will try to calculate and apply a correction to
translate the coordinate system and see if I can make any matches
  
> If we can come up with vaguely accurate type and class data as well
> as non-abbreviated star names (where applicable) for the 91-data,
> then I'm not going to worry too much about conforming to the
> 69-data. We can just assume that GDW screwed-up. However, if the
> 91-data can't give us type and class info and/or their star
> designations are too obscure (such that we can't figure out
> which stars are the named ones), then I guess we're stuck with
> the 69-data, and we'll just have to twiddle the fictional names
> which GDW provided many of the stars.
 
Yep, seems reasonable.  If we go with the 69 data, we can apply
some corrections based on what feels right and what would add to 
the game.

I'll let you know if I can get the coordinates transformed.


Date: Wed, 27 Sep 1995 16:05:06 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Preliminary Info

By assuming the X axis' overlap (and I'm not sure of that by any means)
and rotating the Y and Z axis by 23.5 degrees, I am able to match some
stars.  By match I mean the values look closer.  I'm going to rewrite
my program to pull Magnitudes (since we have them in both data sets)
then I'll reformat the 69 data to match the output format of my program
(for readability) then sort based on range.  We should be able to get
a much better idea about matches if that works.

I'll let you know when I get it all done and working - might not be
until tomorrow though.


Date: Wed, 27 Sep 1995 21:38:25 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: sfrpg: star data options

On Tue, 26 Sep 1995, Tony L. Hayes wrote:
> Can you (if its not too premature) explain the warp drive a little bit
> more - as you picture it working (some of your comments hinted but
> a little clearer explaination would be useful).

OK, here is an attempt:

The drive works by warping space in the manner described by Miguel 
Alcubierre: you cause it to expand behind you and contract in front of 
you, and this will make it possible for the "bubble" of warped space to 
move faster than light (since there is nothing preventing space to expand 
faster than light, and the ship is essentially just moved along).

The big problem with warping space is that you would need some pretty 
titanic energy densities to get the correct warping, and you would also 
need negative matter to get the correct kind of fields. But this can be 
circumvented if you can just "polarize" the extremely energy-rich vacuum 
which surrounds everything (yes, according to QM ordninary vacuum 
contains around 10^30 kg of energy per m^3 in the form of random 
fluctuations!). Exactly how this is done is a matter of technobabble, I 
just postulate that quantum gravity allows it. 

Thus the FTL drive works as this: lots of energy is fed into the drive 
system (engineering problem: how to store enough energy or release it 
fast enough), which does something quantum to it (I have this idea that 
it involves intense electromagnetic fields acting on extremely heavy 
metals forcing them into some quantum-gravity resonance). This moves 
parts of the vacuum energy field to the back of the ship, essentially 
causing a huge wave of space-time with the ship surfing on the slope. 
This wave travels FTL with the ship on it (you have to avoid instability; 
the tidal forces could rip you into quarks) until the destination, where 
another energy pulse is used to restore the vacuum energy; the ship is 
suddenly STL and moves with its original speed and velocity.

What needs to be determined is the amount of energy needed for the start 
of the drive. As I see it, the wave is gradually dispersed during flight 
too, which means that the ship will slow down and higher speeds requires 
higher energies. Some proportionalities I think work:

Energy needed = speed ^ 2 * distance ^ 2 * mass

This would make it reasonable to move over shorter distances instead of 
longer, since you could save energy that way (although there is a lower 
limit due to dissipation at start, stop and in flight). Mass isn't such a 
big problem for this kind of ships, you can just sacrifice a bit of speed 
(double your mass and your speed will decrease with 30%). More advanced 
races have better drives or better ways of storing energy than less 
advanced races, but this is a matter of economy rather than technology.

I'm right now looking at energy sources too. I think fusion (6.3 x 10^14
J/kg) is the most common on-planet and on-ship system, but solar power (1
GW/km^2 in Earth orbit) is competitive in space. Energy storage as
antimatter might also exist, which would be very important for in-system
travel and the fuelling of starships (not to mention nasty weapons). If we
want something for the really powerful civilizations in the Core, we have
matter to energy conversioun through quantum black holes... 

What kind of gravitic technology do we want? I think it should represent
the cutting edge, and its applications would tend to be very high energy
(like FTL or gravitic beanstalks) or theoretical. Only the
super-civilizations in the galactic core can make quantum black holes and
wormhole tunnels. 

> > One way ships are powered by in-system installations (say, a network of
> > lasers) so they can warp away, forcing them to travel between civilized
> > systems. But they are much cheaper, and there are strong economic
> > incentives for the locals to build refueling stations to get trade. 
> 
> So you have two (or more) systems hurling ships back and forth like
> a game of catch?  Hmm...interesting.  Would kind of cut down on
> piracy wouldn't it? 

Yes, the pirates (if they could intercept the FTL ships) would need their 
own huge energy systems to move away with the loot, which is unlikely. 
Piracy might be possible in some systems, but then mainly against STL ships.

> What are the travel times like?  

What times do you want? :-)

> How do you
> handle accidents (aiming errors that is - opps missed the system cause
> I was off by 0.000001 arcseconds :-) )?

Aiming is a problem in this scheme, since turning the warp fields 
in-flight is extremely complex and possibly dangerous. If you are missing 
the system, you have to turn off the FTL and coast into the system - 
which could take a long time. Although I think in-system traffic can be 
quite fast if we have antimatter (days to weeks). 

Collisions during FTL travel can be quite nasty too; destabilizing the 
vacuum fields and turning the ship and target into a relativistic 
fireball. However, interstellar dust and such things are rare enough to 
be ignorable. Sunlight on the other hand might be problematic; if you 
move towards the sun you will "scoop up" all sunlight along your path and 
get some quite intese radiation. FTL ships either have to stop outside 
the ecliptic, or have powerful shielding. This could make for an 
interesting twist; most ships have to enter systems a fairly long way 
from the sun, giving defense systems ample warning that something is 
coming in. 


Date: Wed, 27 Sep 1995 17:25:12 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: quick note

more later but I reformated the 69 data, made the rotation to the 91
data and now I can make a number of matches (it appears on cursory
exam).  The relevent files are rather big but I can clean them
up and ship 'em to you or just give you a name mapping or something.


From: james vassilakos <jimv>
Subject: Re: quick note
Date: Wed, 27 Sep 1995 16:38:26 -0700 (PDT)
 
Please send whatever files you think I'll be able to use. I'd be
interested in seeing the program you used to do the 69-data
rotation as well as an updated version of the last program
you sent which operates on the 91-data, but which grabs star-type
and star-class info. I was somewhat pessimistic about using
the 91-data, but if it's fairly complete in terms of providing
the data we need (which I'm still not certain about), it would
probably be the better data set for us to use. In any case,
thanks very much for all the help.


Date: Wed, 27 Sep 1995 20:29:34 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: quick note

The star types is in the 91 data but obscurely through color and
magnitude.  We could try to guess the types, I can provide a chart
that would let us make a stab at identifying main sequence, giant
and supergiant stars or we could plot out an HR diagram and ID the
non-main sequence or the like but it may turn out to be too much effort.
Perhaps just cross referencing the two list for the 700+ stars we
can ID would be sufficient. 

In any case, I'll send you the reformated 69 data, the new 91 analysis
program and resulting data.  Can you uudecode and gunzip?  That will
make it easier to mail - unless you have an aftp site we could use
for the swap.  I _thought_ I had one but that's not the case.

I found one entry that my code barfed on - not sure why but we can
do it by hand if needs be.  I'll wait to be sure I can compress and
encode before I mail it to you.


From: james vassilakos <jimv>
Subject: Re: Some comments
Date: Wed, 27 Sep 1995 17:36:20 -0700 (PDT)

Tony had some good comments regarding the premise. I'm going to
try to address them below.

Regarding the high density of alien races in close proximity to
one another:
 
> I haven't had time to read and digest everything yet but I have a few
> comments.  Frank Drake and crew came up with his realatively famous
> "Number of civilizations in the Galaxy" equation some time back.  Depending
> on how conservative or liberal you want to be with certain probabilities
> you can get quite a range of possible values.  However, if we pick, say,
> a million civilizations as the total number in the galaxy (remember this
> is not yet to be or once was this is currently viable), then the _average_
> sepearation of the races is _300 ly_ or about 90 parsecs for those who
> prefer that system.

Yes, but the mean isn't the same as the median. The distribution may
be such that lots of smaller civilizations are packed in the boonies
(areas between the arms) while relatively few mega-civilizations keep
to the high-energy areas (arms and hub).

Secondly, even a million civilizations, which sounds like an awful
lot, implies only about one civilization per one-hundred thousand
stars. Now, this may be reasonable when you factor in such
considerations as how difficult and unlikely it is for a race to
spontaneously uplift itself (of course, given the premise, that
factor is nullified at least for the local region of space), and
how long a civilization is likely to persist past the invention of
nuclear toys and all the rest (if we assume a hundred thousand
years, on average, and presume that on average, the process has
been in motion for the past billion years <our galaxy is
roughly ten billion years old, and life on earth is a bit less
than half that>, then we come to the conclusion that 9999 out
of every 10000 civilizations which once existed are now dead),
but our premise pretty much takes care of these two very important
screening criteria, creating a universe (or at least a local
area) much more teaming than we would otherwise expect.

> If the races are more closely spaced then we need to ask why?  A local
> abberation?  How many races are we talking about?  If we can travel
> relatively easily over the distance of 300 ly, how _big_ is the Coalition?

I haven't put a fixed number on it yet. It all depends on how many
garden worlds and exotic worlds the system creates. One limiting
factor is that most stars in the local vicinity are MVs (red main-
sequence stars). Joerg recently pointed out that any planets in
the biozone of an MV star are going to be tidally locked with their
star, producing a world which will be boiling on one side and freezing
on the other. Most likely, such a world will not be able to maintain
its atmosphere. The planet is almost certain to be dead. Given that
MVs make up the majority of stars out there in the local area
(50-60% is a rough approximation), we're looking at a lot of
dead star systems (unless we loosen the parameters of life-
evolving worlds).

> Traveller handled this by setting communications=travel speed which
> limits the size of your empire (coalition).  

Assuming a fairly teaming galaxy, we can have other races out there
to limit the size of the coalition. Perhaps an empire of galactic
thugs. Of course, we'll probably keep the travel-speed cap on
communications, unless somebody envisions a likely scheme to have
really fast mail (tachyons, anyone?).

> Next, while it is ideal to have a garden world, any species that can
> harness the energies to travel between stars should be able to terraform
> near garden worlds like Mars or Venus.

This assumes it is easy to terraform. I really don't know enough
about this to have an informed opinion. In Traveller, it was
apparently pretty hard. I mean, they had wars often enough.
 
> I guess I'm not fond of the idea of Earth being essentially trashed
> and Humans as outcasts.  Where is the incentive to be Human?  You have
> no homeworld, you are a minor race, you don't really have any allies,
> you have no assured port to repair or refit your ships, you may not
> even have access to the same level of tech as the other races.

A grim setting. Dark, dangerous, and forbidding.
 
> Why not do something like (and mind you this is _right off the top
> of my head_ and not well thought out)

<snipped for brevity. Essential components: space travel less difficult,
war-proficient humans, Hafaru wanted us as mercenaries (decided to
stick with Tony's typo... Hafaru is closer to the correct pronounciation
than Hifaru anyway), humans suck down military tech from the Hafaru,
Ikkadju get nervous and attack...

> They arrive with a hefty war
> fleet and slightly better tech then the lowly Humans but the Humans are
> better warriors.  Human battleskills offset higher tech and heavy
> losses occur on both sides.  Perhaps the Hafaru arrives just in time
> and the Ikkadju - weakened and now vulnerable - back off...for now.
> 
> 5) Earth is battered but not beaten.  The Hafaru couldn't have planned
> a better political move!  The had to protect Earth from the nasty
> Ikkadju - Earth is greatful, the Coalition is stuck since the Ikkadju
> made an unsanctioned attack - bad politics.
> 
> 6) The game begins shortly after the war (a few years?  maybe a decade
> or two?).  Earth is still the hot political topic.  Rumors of their
> warlike prowess has made them feared, hated, and/or envied.  Hafaru
> filters most of the info Earth gets and the Coalition is still trying
> to resolve what to do about the Humans.  Meanwhile, the Humans are
> even more determined and are rebuilding (with covert Hafaru aid? 
> maybe even other races unbeknownst to the Hafaru?) ships, Earth,
> the Solar system.  Perhaps other races are coming to call - looking
> for mercenaries themselves.
> 
> This plays on your idea that Human are warlike while the other races
> aren't so much so.
> 
> I don't know, just an alternative that still tries to hang on to a
> lot of your basic ideas.

I like it. Actually, I like it alot. It gives the humans a fighting
chance, at least. Heck, we could even release "official" history
updates similar to what GDW did with the Fifth Frontier War.
If the rest of you can hang with this, I'll be more than happy
to revise the premise so it runs along these lines.


From: james vassilakos <jimv>
Subject: Re: quick note
Date: Wed, 27 Sep 1995 17:47:44 -0700 (PDT)
 
> The star types is in the 91 data but obscurely through color and
> magnitude.  We could try to guess the types, I can provide a chart
> that would let us make a stab at identifying main sequence, giant
> and supergiant stars or we could plot out an HR diagram and ID the
> non-main sequence or the like but it may turn out to be too much effort.
> Perhaps just cross referencing the two list for the 700+ stars we
> can ID would be sufficient. 

I'm counting something like 3800 stars in the 91-data. We
really limit the list if we only take 749 of those. Might
be best to build some sort of guestimator into the program.
Even if it can't guess for 100% of the stars there, as
long as it can identify all the main sequence stars it
finds as well as the white dwarfs, we can probably
identify the rest by hand either through cross-refing or
just guessing. The vast vast majority of stars out there
are main-sequence and white dwarf. The rest are just a
handful of subgiants, giants, and subdwarfs.
 
> In any case, I'll send you the reformated 69 data, the new 91 analysis
> program and resulting data.  Can you uudecode and gunzip?  That will

Yes. Got that covered both in Unix and in msdos.


Date: Wed, 27 Sep 1995 21:01:41 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: sfrpg: star data options

On Wed, 27 Sep 1995, Anders Sandberg wrote:
> another energy pulse is used to restore the vacuum energy; the ship is 
> suddenly STL and moves with its original speed and velocity.

Ok, so you make a bubble of real space for the ship to exist in by
warping s-t around it and do the warping in such a way that the bubble
moves in a particular direction, is that about right?  I can live with
this.  I can live with the high energy costs.  So the ship has to carry
energy to stop (and maybe start) unless its in a civilized area where
it can draw from the 'energy network'?  I just want to be clear on the
basic premise since I believe that how FTL works (not the technobable
cause we can make up anything we want there as long as it sounds 
plausable but the time/speed/distance/difficulty) significantly effects
how the rest of the game and civilizations and warfare and trade and
everything works.
 
> What needs to be determined is the amount of energy needed for the start 
> of the drive. As I see it, the wave is gradually dispersed during flight 
> too, which means that the ship will slow down and higher speeds requires 
> higher energies. Some proportionalities I think work:
> 
> Energy needed = speed ^ 2 * distance ^ 2 * mass

So what this really means, in game terms, is a given drive, say the
Tony Drive Mark III, will produce a given 'thrust/warp/energy' output.
If I put this drive in two different ships, the resulting speed and
distance travelled will depend on the difference in mass or, alternatively,
with this drive, I can go 1 unit of distance in 1 unit of time or
2 units of distance in 4 times the time (if I did that right)?

> This would make it reasonable to move over shorter distances instead of 
> longer, since you could save energy that way (although there is a lower 
> limit due to dissipation at start, stop and in flight). Mass isn't such a 
> big problem for this kind of ships, you can just sacrifice a bit of speed 
> (double your mass and your speed will decrease with 30%). More advanced 
> races have better drives or better ways of storing energy than less 
> advanced races, but this is a matter of economy rather than technology.

This would quickly lead to long trips depending on the definition of
long.  Say we decide the drive can cover 1 pc in a week (Jump 1 in
traveller lingo).  The same amount of energy will take me 10 pc in
2 years or 5 pc in 25 weeks.  On the other hand, if I can build an
energy collection device to recharge my super-capacitors in a timely
fashon, I could travel 10 pc in, say, a few months by hanging out
in a system to recharge and doing short little jumps instead of one
big one.  

> I'm right now looking at energy sources too. I think fusion (6.3 x 10^14
> J/kg) is the most common on-planet and on-ship system, but solar power (1
> GW/km^2 in Earth orbit) is competitive in space. Energy storage as
> antimatter might also exist, which would be very important for in-system
> travel and the fuelling of starships (not to mention nasty weapons). If we
> want something for the really powerful civilizations in the Core, we have
> matter to energy conversioun through quantum black holes... 

Capture (how?) a micro black hole and dump waste material into it, collect
the radiation as power.  It would take a significant amount of material
to render the black hole un-usable at which point you let it evaporate
until it is usable again.  As a thought.
 
> What kind of gravitic technology do we want? I think it should represent
> the cutting edge, and its applications would tend to be very high energy
> (like FTL or gravitic beanstalks) or theoretical. Only the
> super-civilizations in the galactic core can make quantum black holes and
> wormhole tunnels. 

What about natural wormholes?  Or stargates.  If we can warp space to
slide ships along, could we not map space to find points that are near
to each other so we can warp space just till they touch then shoot
the ship through from one fold to the next?  Just some ideas.

Hmm...comments?  What do we want for FTL?  I kind of like a little
easier travel but if there are game benefits to a more difficult
method I'm open to hearing them.


From: james vassilakos <jimv>
Subject: sfrpg: where was that alcubierre article?
Date: Wed, 27 Sep 1995 18:46:07 -0700 (PDT)
 
> The drive works by warping space in the manner described by Miguel 
> Alcubierre: you cause it to expand behind you and contract in front of 
> you, and this will make it possible for the "bubble" of warped space to 
> move faster than light (since there is nothing preventing space to expand 
> faster than light, and the ship is essentially just moved along).

Actually, Tony might like to see Alcubierre's article first-hand.
Wasn't it available somewhere on the web, Anders? I think I have
a copy around here somewhere. I'll see if I can dig it up. In
the meantime, you may want to post the URL if you can find it.
 

Date: Wed, 27 Sep 1995 22:23:41 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: Some comments

On Wed, 27 Sep 1995, james vassilakos wrote:
> Yes, but the mean isn't the same as the median. The distribution may
> be such that lots of smaller civilizations are packed in the boonies
> (areas between the arms) while relatively few mega-civilizations keep
> to the high-energy areas (arms and hub).

Very true.
 
> Secondly, even a million civilizations, which sounds like an awful
> lot, implies only about one civilization per one-hundred thousand
> stars. Now, this may be reasonable when you factor in such
> considerations as how difficult and unlikely it is for a race to
> spontaneously uplift itself (of course, given the premise, that
>...stuff deleted for space...

Actually, the eqn looks like N=pRL where p is the probability factor
that accounts for the fraction of stars that could have garden worlds,
the number that actually do, the number the developed life, the number
that developed intelligence, and the number that can communicate.  R is
rate of star formation, and L is expected life span of the civilization.

The optimal assumpiton is p=1, since R is a known (well, we have a
good guess anyway).  Give p=1, then the number of civilzations (since
p=1) of _any_ kind is 10L.  So for 100000 yr lifespan, you get 10E6
civilizations and 300 ly separation.  for L=10E6, you get 10E7
civilizations and a 70 ly separation.  At L=10E7 the separation is
down to 15 ly.

The bottom line is, are all the races natural (which I guess is
what I was really getting at).  These numbers all assume you
_evolved_ on  your planet.  In Traveller, as was pointed out, many
races seemed to have been seeded or created in toto by the ancients.

Are we going to allow for the possibility that some or even many
of the child races are derivative races or creations or are they
all natural races that the ancients just 'helped' along? 

> sequence stars). Joerg recently pointed out that any planets in
> the biozone of an MV star are going to be tidally locked with their
> star, producing a world which will be boiling on one side and freezing
> on the other. Most likely, such a world will not be able to maintain

Interesting, why?  What causes tidal locking?  Also, the extremes depend
on the atmosphere or lack thereof.  Venus is not tidally locked but
is close (rotation ~ revolution but rotation is retrograde).  Its temp
is relatively uniform because of the dense atmosphere and cloud cover.

> > Next, while it is ideal to have a garden world, any species that can
> > harness the energies to travel between stars should be able to terraform
> > near garden worlds like Mars or Venus.
> 
> This assumes it is easy to terraform. I really don't know enough
> about this to have an informed opinion. In Traveller, it was
> apparently pretty hard. I mean, they had wars often enough.

True, but the wars seemed less over getting planets then over getting
power.  Traveller had tons of planets (very dense) nearly all of
which had colonies (have to assume not all were natives) many of 
which were not terraformed.  Why?  Too hard or just not worth it?
If you can build a society willing to live in space, in asteriods,
on ships, would they mind being in a sealed building or under a doom?
The minerals are still there, the resources and at those tech levels,
extracting water and air should be easy if there is any at all to get.

True terraforming is hard I would think and energy consuming but we
may be postulating on huge energy costs just to travel to the next
rock, why not spend it on terraforming.  Plus some planets are going
to be nearly garden (say Mars or Venus) and just need a nudge or
a little control.  I've seen (granted primitive) speculation on
techniques not too far out of range for terraforming Venus and Mars.
For example, bio-engineering a microbe to consume carbon dioxide
and release oxygen (plant based) that can live in the upper atmosphere
of Venus.  Eventually, it will spread and 'eat' through the cloud
cover (in theory).
 
> <snipped for brevity. Essential components: space travel less difficult,
> war-proficient humans, Hafaru wanted us as mercenaries (decided to
> stick with Tony's typo... Hafaru is closer to the correct pronounciation

Sorry, and I looked up the spelling too!

> than Hifaru anyway), humans suck down military tech from the Hafaru,
> Ikkadju get nervous and attack...
> 
> I like it. Actually, I like it alot. It gives the humans a fighting
> chance, at least. Heck, we could even release "official" history
> updates similar to what GDW did with the Fifth Frontier War.
> If the rest of you can hang with this, I'll be more than happy
> to revise the premise so it runs along these lines.

Geesh, thanks.


Date: Thu, 28 Sep 1995 09:11:16 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: sfrpg: where was that alcubierre article?

On Wed, 27 Sep 1995, james vassilakos wrote:
> Actually, Tony might like to see Alcubierre's article first-hand.
> Wasn't it available somewhere on the web, Anders? I think I have
> a copy around here somewhere. I'll see if I can dig it up. In
> the meantime, you may want to post the URL if you can find it.

The Warp Drive: Hyper-Fast Travel Within General Relativity by Miguel
Alcubierre. 

http://www.astro.cf.ac.uk/
local/groups/relativity/papers/abstracts/miguel94a.html

Quite interesting article, although the general relativity is a bit hard 
to understand in places. 


Date: Thu, 28 Sep 1995 09:42:16 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: sfrpg: star data options

On Wed, 27 Sep 1995, Tony L. Hayes wrote:
> Ok, so you make a bubble of real space for the ship to exist in by
> warping s-t around it and do the warping in such a way that the bubble
> moves in a particular direction, is that about right?

Yes, this roughly right. The space in the bubble is almost flat (which is 
important, since otherwise the tidal forces would rip apart the ship). 

> So the ship has to carry
> energy to stop (and maybe start) unless its in a civilized area where
> it can draw from the 'energy network'? 

Essentially yes. I think most energy is used up in starting the drive and 
doing the initial warping, only a minor amount is needed to do the 
"unwarp" at the end of the journey if the navigators have calculated the 
dissipation correctly. I have this vision of a starting starship coasting 
out of the ecliptic using normal means, big laser satelites project very 
powerful energy beams at the drive receivers, and the ship is suddenly 
warping away, leaving only gravity waves in its wake (I think these waves 
might be detectable by an advanced technology).

> I just want to be clear on the
> basic premise since I believe that how FTL works (not the technobable
> cause we can make up anything we want there as long as it sounds 
> plausable but the time/speed/distance/difficulty) significantly effects
> how the rest of the game and civilizations and warfare and trade and
> everything works.

Yes, that was my comment too. If FTL is easy and low-energy, just about 
everything and everybody will be travelling in space, and you will have a 
galaxy filled with commerce. If it is harder, then communications will be 
limited and large areas seldom visited.

> > Energy needed = speed ^ 2 * distance ^ 2 * mass
> 
> So what this really means, in game terms, is a given drive, say the
> Tony Drive Mark III, will produce a given 'thrust/warp/energy' output.
> If I put this drive in two different ships, the resulting speed and
> distance travelled will depend on the difference in mass or, alternatively,
> with this drive, I can go 1 unit of distance in 1 unit of time or
> 2 units of distance in 4 times the time (if I did that right)?

Yes, thats roughly my idea. Although I think you have to realign the
stabilizer bulbs to fit the geometry of the ship and fields, of course :-)

> This would quickly lead to long trips depending on the definition of
> long.  Say we decide the drive can cover 1 pc in a week (Jump 1 in
> traveller lingo).  The same amount of energy will take me 10 pc in
> 2 years or 5 pc in 25 weeks.  On the other hand, if I can build an
> energy collection device to recharge my super-capacitors in a timely
> fashon, I could travel 10 pc in, say, a few months by hanging out
> in a system to recharge and doing short little jumps instead of one
> big one.  

Good point. Yes, I think most cost-conscious crews will take the extra 
time instead of the extra speed, although how much extra time is 
reasonable depends on the mission and race. A military mission is 
intended to be quick and devastating, so it will guzzle energy and get 
there fast. A trading mission among humans could take a few months, and 
the only one complaining would be the bored crew. But the long-lived and 
patient Soft Ones (coming up) would think a trip of a few centuries is 
just a pleasant chance to let their personalities flow a bit...

> > If we
> > want something for the really powerful civilizations in the Core, we have
> > matter to energy conversioun through quantum black holes... 
> 
> Capture (how?) a micro black hole and dump waste material into it, collect
> the radiation as power.  It would take a significant amount of material
> to render the black hole un-usable at which point you let it evaporate
> until it is usable again.  As a thought.

Capturing black holes involves a bit too much luck for those ultra-civs; 
only minor league groups like the Coalition are on the constant lookout 
for small black holes. The Galactics just collimate their gamma ray 
lasers using an asteroid-sized optical system (built out of ultra-dense 
materials) and *make* their own quantum black holes. If you feed it 
matter as fast as it evaporates, you will have a 100% matter-to-energy 
converter. Just don't let it go Chernobyl...

> > What kind of gravitic technology do we want? I think it should represent
> > the cutting edge, and its applications would tend to be very high energy
> > (like FTL or gravitic beanstalks) or theoretical. Only the
> > super-civilizations in the galactic core can make quantum black holes and
> > wormhole tunnels. 
> 
> What about natural wormholes?  Or stargates.  If we can warp space to
> slide ships along, could we not map space to find points that are near
> to each other so we can warp space just till they touch then shoot
> the ship through from one fold to the next?  Just some ideas.

Actually, there doesn't have to be any 'vicinity' when we warp space, the
universe doesn't have to be embedded in anything. While I am a big fan of
wormholes (try reading "Traversable Wormholes" at
http://www.nada.kth.se/Trans/wormholes.txt), they would probably change 
the politics and nature of the game a lot. Just look at the Hyperion 
books by Dan Simmons for an example of a civilization held together by 
wormhole gates. If you build a wormhole subway, then there is no real
reason for having a metric star map, since you can go from Alpha Centauri 
to Sol, Epsilon Eridani, Betelgeuse and the Large Magellanic Cloud...

> Hmm...comments?  What do we want for FTL?  I kind of like a little
> easier travel but if there are game benefits to a more difficult
> method I'm open to hearing them.

I think the 2300AD model was quite nice: ships are utterly expensive 
things, which only nations and big corporations own. But the players are 
the crew, and are those who actually run them (and if said nation is a 
heap of radioactive slag 20 lightyears away...). 

The part about energy requirements is partially due to my estimates of 
the Alcubierre drive (as all humans probably call it, even if it was 
originially developed by GreyConoidLight of Mnaxx and Alcubierre just got 
a certain NATO tip) and some game ideas: energy is the basis of one of the 
few truly inter-species monetary systems, and it is intimately linked 
with trade and prosperity. Powerful civilizations have much energy and 
can do a lot of things, while small civilizations have less energy and 
have an economic disadvantage. I also like the idea of having to bargain 
for refuelling (or rather reenergizing) with disapproving aliens...


Date: Thu, 28 Sep 1995 09:27:47 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: sfrpg: where was that alcubierre article?

Unfortunately, the URL is not active.  I searched around and found his
homepage and his link but it too is not active.  It appears they are
reorganizing.  Perhaps it will come back on line soon.  If not, I'll
dig around and try to find another copy out there some place.


Date: Thu, 28 Sep 1995 14:38:15 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: Some comments

On Wed, 27 Sep 1995, james vassilakos wrote:
> > This versatility aspect might be interesting to follow up on.
> 
> Well, I don't know of two many omnivore mammals outside of
> hominids either. Any biologists want to step in?

Rats come to mind. And I think cockroaches, ants and wasps are rather 
omnivorous too. 

> > Exactly when did the Old Ones interfere actively? I would imagine
> > they began their uplift around 100,000 years or so, spent a few
> 
> I had originally pinned a date of -30000 years, however, after
> talking to Joerg about it, he indicated that agriculture didn't
> really begin until -10000 years, so that was the new date I
> set in this version of the premise. My basic idea was that
> our uplifting consisted of only intelligence enhancement,
> but no physical (i.e. bone structure) modification.

What about the increase in brain size (which was very fast)? I would 
probably place the interference before agriculture, since there were 
quite sophisticated humans before that (look at those cave paintings: 
they had art, many tools, organized warfare (30,000 BC) and religions).

> Yes, it certainly isn't a galaxy-wide thing. Probably only a few
> hundred light years. Maybe a few thousand on the outside. However,
> we have to indicate what is stopping its expansion (who the neighbors
> are, so to speak, even though they are far enough away from Earth
> that they will most likely not entire into the game very much).

Communications problems might be one limiting factor, if FTL ships are 
limited to (say) a few parsecs per week, then it could take months for a 
message to reach the centrum from the borders, making it hard for the 
Coalition to work as a defense pact unless it was very decentraliced (I 
get the impression from your postings that there is some kind of 
centraliced power, but a lot of things are left to the member species).

Other neighbours might be stronger economies (like in the spiral arms), a 
region with very few inhabitants (devastated by the War or some 
catastrophy), a competing alliance or maybe region controlled by a 
single species like the Old Ones.

> Yes, but if a species were utterly ruining its homeworld (either
> turning it into a greehouse or nuking itself), I think they
> would probably be judged a failure at that point and the
> nearest aliens would step in rather than let the planet go
> to waste.

Yes, this seems to be reasonable. The rule might be formulated in quite 
general terms: naturally evolved biospheres are not to be destroyed. 

> > I would like to downplay the importance of borders and states; 
> > Coalition members could consist of whatever odd forms of government
> > they choose, and some might be fragmented into mutually competing
> > states.
> 
> I still think most races would have some form of central
> government, and most governments would have boundaries of
> jurisdiction. 

Note that in your background mankind was not united, although NATO 
probably had appointed itself as the guardian of mankind (after the war 
against Earth, NATO personell are in big trouble back on Earth...)

I think central government can be quite variable. Some species might
actually be a single administrative unit, but most will probably contain
many groups which are not at all interested in acting together. The
Coalition may simply have the rule that each member species should have a
single vote in the Central Council (or whatever), and what representatives
are sent is determined by the member species. So the Gools have a
delegation from their artficial nation of interstellar affairs, the
various groups among the Mothers have special elections for a
representative family which actually only represents the spacefaring part 
of the race, the Laash use direct democracy to determine what to do and 
the Builders have a good political model as a representative (yes, I'll 
post the oher species soon). In short, Coalition politics can be utterly 
bizarre since many species might not be unified enough, and they all have 
utterly different perceptions of the world. 

> Otherwise, you have a situation of chaos
> (which may actually exist in some areas... free trade zones,
> in effect... maybe Sol is in one of these).

Hmm, such zones are probably interesting. The Coalition seems to be a bit 
too inflexible in certain respects, so some systems might be designated 
free trade zones where it just guarantees security, nothing more. This 
could help various groups which do not really accept the Coalition (No, 
the Catholic Church will not allow contraceptives even if NATO and the 
entire Coalition say they should).

> Yeah, these guys were just an idea. Ikkadju means something along the
> lines of Mountain Lords. I was picturing them as something approaching
> the size of a pterodactyl (pteranodon) though with more advanced wings.

They sound quite a bit like the Sung in 2300AD (but they were extremely 
friendly, too friendly). 

> But it really doesn't matter what this other race is so long as they
> can wage war against humans and have the psychology to do so (which
> was why I made them carnevores).

You can wage war even without being a predator. Note that predators 
usually have restrictions against killing each others, while herbivores 
don't (just look at how doves kill each other). For example, the 
Ikkadju might regard humans as a promising *nonintelligent* species in 
need of uplift  because they think intelligent species don't war against 
themselves, or regard humans as being carriers of a kind of spiritual 
disease they have to eradicate for the good of all intelligent life 
("Sorry, nothing personal, but either you submit to prefrontal lobotomies 
en masse or we kill you!").

> > What about China? Russia as a big power in the 21st century is
> > not unreasonable, but a bit boring. And China could have an immense
> > potential, especially if NATO could convince it of becoming
> > more eco-friendly in exchange for alien technology. 
> 
> I think China would have to become democratic before NATO would
> realistically trust them as an ally.

Hmm, judging from NATO's behavior, I would say they would trust them less 
if matters were left in the hands of civilians. I think the Conspiracy 
seems to be mainly military, possibly keeping civilian politicians away 
from the truth in some matters. And if China remained as centralized as 
it has always been, then it could really implement some of the NATO 
measures efficiently.

> I agree on a theoretical level, however, I was thinking that the
> Ikkadju would rather not have left survivors if at all possible.
> Hence, there would have to be something stopping them from
> finishing the job on the first attempt. 

Well, destroying all humans without irreparably harming the biosphere is 
probably very hard, and the Ikkadju would probably not have wanted that. 
This depends a bit on the available weapons technology, so here are some 
ideas:

FTL projectiles are extremely destructive and almost impossible to stop. 
They are the interstellar equivalent of thermonuclear weapons, but much 
more devastating. Fortunately they do not work well against planets, 
since the gravitational field disrupts the warp fields of the 
projectiles and makes them blow up outside the atmosphere (the EMP and 
radiation still are devastating, but you can protect yourself). Against 
smaller targets (asteroid bases, O'Neill colonies) they are deadly if you 
can direct them.

Antimatter bombs are nasty, as they release hard gamma radiation which 
kills most known life. They can come in all sizes, from small tactical 
weapons and mines (literally tiny antimatter pellets in orbit) to 
enormous strategic explosions.

Conventional nuclear weapons are of course a definite possibility. 
Biological weapons are perhaps preferred, but requires detailed knowledge 
of the target species medicine (guess why the Ikkadju abducted people?).

In this scenario the Ikkadju did a surprise attack using FTL missiles 
against the solar system, destroying the major space colonies and defense 
systems, in addition to frying most electronics on Earth (which probably 
caused the most deaths). Then the Ikkadju tried to make surgical strikes 
against the NATO installations and economical centras, trying to render 
mankind harmless. Either they hoped for more support from the other 
races, or they coldly calculate that mankind will now go extinct  anyway 
in a few decades. 

> It is possible (though
> unlikely) that the Hifaru supplied Earth all the way to the
> ceiling. Perhaps, however, another race interveined in some
> manner, causing the Ikkadju to withdraw before the job was done.
> I'm open to ideas.

I doubt the Hifaru would do that, the remember the Old Ones all too well. 
But it is possible that the shock of the Ikkadju attack had such big 
political repercussions they didn't dare conclude it with an actual 
occupation/extermination, and now instead await a better political climate.

An interesting idea: the race which was nearly destroyed by the Coalition 
once upon a time might decide to adopt and help mankind now. This could 
cause a lot of interesting political problems (you can tell I like 
realpolitik, can't you?). 

> I really think that Garden worlds are so damn rare that they
> would be highly prized by aliens. With a fair bit of technology,
> you could utterly wipe out an indiginous ecosystem and transplant
> a new one within the space of a century. 

Actually, I think that would be rather hard and probably inefficient 
(remember, you have to adjust your new ecology to fit the planet, which 
is also left in a slightly odd state by the extinctions). Garden worlds 
represent enormous genetic diversity, and this might represent another 
important reason for their preservation: the cure for common Huff might 
be that small animal humans call cockroaches...

> It would be like having
> a tremendously huge starbase, and you wouldn't even have to pay
> for the materials or the life support. Planets are great. Garden
> worlds are priceless gems (given their rarity... assuming that

Actually, I think there are two groups of aliens. One group likes planets 
and want to preserve them. The other is fairly used to living in orbital 
stations, hollowed asteroids or such things, and regard planets as merely 
sources of biomass and possibly good defensive positions.


From: larrys@zk3.dec.com
Subject: Re: Some comments  
Date: Thu, 28 Sep 95 10:13:21 -0400

>I like it. Actually, I like it alot. It gives the humans a fighting
>chance, at least. Heck, we could even release "official" history
>updates similar to what GDW did with the Fifth Frontier War.
>If the rest of you can hang with this, I'll be more than happy
>to revise the premise so it runs along these lines.

FWIW, you have independently arrived at a variation used by
Fred Saberhagen in his berserker series.  Early entries in
the series were introduced by an alien who pitied, feared,
and was thankful for humanity, for no other civilization
reached star-faring status without first having learned to
live together in peace - humans were feared and pitied for
that lapse, but the peaceful aliens of the galaxy were
thankful for them when the berserkers appeared for humans
alone still had what it took to wage war - they themselves
were too civilized to be able to do it, and were being
wiped out wholesale by the 'zerkers until they discovered
humanity - the rest of the series essentially deals with
humanity's resistance to the berserkers.  This is also a
very Cambellian idea, it shows up a lot in old Analog/As-
tounding magazines.  "With Friends Like These..." is one
such, where humanity, after a great war, is bottled up on
Earth and locked down behind a forcefield that cannot be
broken from the inside.  Centuries later, the coalition
that did this ran into the Yops, an enemy not as danger-
ous as humanity, but more than they could handle in their
present condition.  They contacted humanity and asked for
their help, though humans had seemingly degenerated into
a simple pastoral lifestyle.  The humans agreed - and when
the forcefield was dropped, the planet wheeled out of orbit
under humanity's collective psionic power, vanishing the
Yop fleet and setting out for the Yop homeworld.  As the
human ambassador said to the petrified aliens "it's been
_such_ a long time since we had a good war..."  Another
story that somewhat bears on this is Turtledove's "The
Road Not Taken" wherein it is explained that interstellar
travel is actually pretty trivial - so trivial that vir-
tually all civilizations discover it in the equivalent of
the 17th or 18th century - and the discovery always leads
their technology off in the direction of FTL research.  The
catch is, FTL tech is good at moving things real fast, but
is basically useless for anything else.  Humanity missed
the FTL turnoff and instead discovered electromagnetism
and all the ramifications of that.  An alien attack force
found Earth and attacked, planning to overawe the natives
with their pottery bombs and muskets, and despite their
FTL technology were blown out of the sky by human fighters
and missiles, then largely finished off with demonic guns
that spat "dozens" of bullets a minute.  As the last two
survivors sat in a jail wondering what kind of creatures
these humans were, they speculated on this strange turn-off
on the road to progress and were thankful humans hadn't
discovered FTL - until they realized the drive system on
their starship was largely intact...


From: larrys@zk3.dec.com
Subject: Re: sfrpg: where was that alcubierre article?  
Date: Thu, 28 Sep 95 10:21:29 -0400

"Tony L. Hayes" <tlh@epsilon.com>:
>Unfortunately, the URL is not active.  I searched around and found his
>homepage and his link but it too is not active.  It appears they are
>reorganizing.  Perhaps it will come back on line soon.  If not, I'll
>dig around and try to find another copy out there some >place.

Try:
http://www.astro.cf.ac.uk/groups/relativity/papers/abstracts/miguel94a.html


Date: Thu, 28 Sep 1995 10:32:27 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: sfrpg: where was that alcubierre article? 

On Thu, 28 Sep 1995 larrys@zk3.dec.com wrote:
> Try:
> http://www.astro.cf.ac.uk/groups/relativity/papers/abstracts/miguel94a.html
 
This one seems to be working.  I'm downloading the document and figures
now.  I'm concerned by three statements in the brief intro on the webpage -
"requires exotic matter" and "local distortions" and finally "as seen
by outside observers".  These have been catch phrases I've seen in the
past that people use to mean, 'what I'm about to say can't ever really
be done but isn't it interesting how the equations work out if we do
this...'  However, after I read the paper maybe I'll feel better! :-)


Date: Thu, 28 Sep 1995 17:47:54 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: Some comments

On Wed, 27 Sep 1995, Tony L. Hayes wrote:
> Next, while it is ideal to have a garden world, any species that can
> harness the energies to travel between stars should be able to terraform
> near garden worlds like Mars or Venus.

Actually, I think terraforming is hard. Its not a question about energy, 
it is about being able to transform an entire planet and give it a viable 
ecosystem which in the end moves it in the right direction (unless you 
are a "do gooder civilization", moving around and implanting life in the 
universe just for the fun/ecofriendliness of it). To successfully 
terraform a planet it has to be near garden, which may actually be a bit 
rare, and you have to change it radically. I think self-reproducing 
technology (von Neumann machines) or nanotechnology may be a requirement, 
and I don't know if we want to have them below the technology ceiling 
(however, you could do it with ultra-biotechnology maybe, so races who 
have good xenogeneticists may be in large demand). And even if you 
terraform a planet it will take a long time, even for a patient race. 

> Lastly, if you can wait
> a few 10's of thousands of years to see _if_ the race is going to be
> viable, why not build your own planet?  Take one large factory ship
> to a system with no planet in the "correct" orbit.  Have it crank out
> simple robots that fly out to the asteroid belt, and bring the rocks
> into the correct orbit with carefully calculated energies and trjectories
> to allow them to _form_ a new world  OR  push a planet by applying
> a force over a few millinea to cause it to spiral in or out to the
> desired orbit OR build an artificial planet ala DeathStar.

Care to estimate the energy requirements for that? I think you will find 
that sending an FTL fleet is much faster and efficient. 

> Why not do something like (and mind you this is _right off the top
> of my head_ and not well thought out)
... 
> 3) The Hafaru (and perhaps the ancients too) realized that _this_ is
> what Humans are good at ('A Small Talnet for War') and want to get
> them on there side as pseudo mercenaries - unbeknownst to Terrans who
> see them as a kind and generous race.

To make the scenario even more machiavellian: the Coalition may be slowly 
falling apart: after 2000 years of evolution it has become an inflexible 
bureaucracy which is more a hindrance than help for many member races, 
and a few of the more far-seeing races have begun to realize that sooner 
or later a new world order will appear, no matter what is done. The 
Hafaru are actually rather frightened of this possibility, and would very 
much like to be the ones who has the big guns on their side, so they 
start the Sol Project. 

Of course, this isn't something the humans or even most Coalition beings 
know anything about. Some might suspect that something very fishy is 
going on, but there are no proofs (?). And the recent events might 
actually hasten the day the Coalition breaks down...

> 4) The Ikkadju figure out the Hafaru plan but have no proof, meanwhile
> the Human are sucking down tech like a sponge and doing what they do
> best, arming themselves, perhaps at the Hafaru's suggestion - "Other
> races are not as kind and generous and peaceful as we Hafaru".  The
> Ikkadju decide for reasons of self-preservation to maintain the balance
> of power by exterminating the Humans.  They arrive with a hefty war
> fleet and slightly better tech then the lowly Humans but the Humans are
> better warriors.  Human battleskills offset higher tech and heavy
> losses occur on both sides.

Hmm, if Earth had such extreme population problems maybe massive space 
colonization in O'Neill-style habitats was underway? That would mean that 
more humans than expected were out in space in hard to find vessels, 
giving the humans another advantage. The Ikkadju expected a disciplined 
fleet of NATO controlled warships, but also found lots of other groups 
who didn't care at all what happened to NATO high command...

> Perhaps the Hafaru arrives just in time
> and the Ikkadju - weakened and now vulnerable - back off...for now.
> Hafaru filters most of the info Earth gets

This could create some interesting twists. The Hafaru would be quite 
annoyed if humans begun to hear different stories or even encounter some 
of the dissident groups of the Coalition, so they might try to "help" the 
humans all the time, just like the overbearing Old Ones. "Of course you 
are free to go everwhere you want, but remember that you know nothing of 
the *dangers* out there. Thats why you need our friendly advisors!". 
Another potential problem could be that mankind isn't as unified as the 
Hafaru would have liked - they helped NATO because they wanted a single 
planetary government to manipulate, but there are some groups which 
doesn't do as NATO tells them (to the great consternation of the Hufaru). 

> This plays on your idea that Human are warlike while the other races
> aren't so much so.

Maybe humans are not unusually warlike, but they are very young. Most 
similarly warlike races just destroy themselves or cool down while they 
develop FTL, but the humans have artificially been brought to this stage 
to be the "tame barbarians" of the Hafaru. There might exist other 
warlike races, but their kind of war have long ago been analyzed and 
understood, and is no more than an elaborate game of chess/hacking.


Date: Thu, 28 Sep 1995 18:34:42 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: The Evolution of Intelligence and Planets

On Wed, 27 Sep 1995, Tony L. Hayes wrote:
> Are we going to allow for the possibility that some or even many
> of the child races are derivative races or creations or are they
> all natural races that the ancients just 'helped' along? 

My guess is that the Old Ones mainly helped along natural races (after 
all, the humans were semi-intelligent before they came along), because 
they couldn't create or didn't like creating new races, at least during 
that era (I have one artefact race that might be a later creation). 

The Coalition seems to consist of a number of races which were uplifted 
by the Old Ones with possibly a few independent races (former allies or 
underlings to the Old Ones). But then there might be other races that 
evolved (or were created) somewhere else and may have spread to this 
region for various reasons (I have this idea of a loose "galactic 
society" upheld by some races who trade over long distances). These races 
are not members of the Coalition, but may be citizens (or whatever the 
Coalition calls its members). 

I think we have to think a bit about the evolution of intelligent 
species. Here is my take on it: 

* It is uncommon with the spontaneous evolution of an intelligent 
species, but it happens with (say) 25% probability during the history of 
a garden world. 

* Many of these species remain primitive, either locked by some 
biological flaw (dolphins have no hands, the skroderiders of "A Fire Upon 
the Deep" had no short term memories) or simply because they never 
develop an accelerating technological civilization (there might be quite 
a few species spending their energy on pleasure, religion or art 
instead). Uplifting usually adds some driving factor to species in this 
state which makes them begin to develop faster.

* When a species begins to develop technologically, it sooner or later
runs into trouble - the world is more complex than it has expected, and
unexpected problems begin, like pollution, war, diseases or economic
disasters. At this stage other species become very interested in what will
happen. Either it succumbs to them and move back one or two steps (to
primitivism or extinction), or it manages to survive. 

* Some species never develop FTL and remain in-system, but sooner or 
latter they reach other star systems anyway using STL ships. They begin 
to interact with other species, eventually attaining the technological 
level of the rest of the galaxy (usually with their own specialities or 
unusual quirks). It may become a major power or remain minor leauge, 
depending on its structure and politico-economical prowess.

* In time three different things can happen: the race is destroyed by some
kind of calamity (like the Old Ones), it somehow breaks through the
technology ceiling and moves away to the other advanced civilizations in
the spiral arms and core, or it becomes more and more static. Some static
species have found nice economical niches where they prosper without any
change, while others gradually withdraw to their own comfortable systems. 
In time many static civilizations are at least partially wiped out, since
something unexpected they can't handle appears on the scene, but withdrawn
colonies may remain for millions of years. 

> Interesting, why?  What causes tidal locking?

I think it is the friction caused by rotating the tidal bulge - the 
planet is distorted into an ellipsoid by tidal forces, and when it 
rotates it has to do work to deform this shape. This heat is then 
radiated away.

> If you can build a society willing to live in space, in asteriods,
> on ships, would they mind being in a sealed building or under a doom?
> The minerals are still there, the resources and at those tech levels,
> extracting water and air should be easy if there is any at all to get.

I think this depends a lot on the psychology of the species and society. 
The Gools would not mind it the least (they live underground anyway) 
while humans might feel confined. Maybe some species desire planets at 
all cost, while others just are happy to be rid of gravity. 

> True terraforming is hard I would think and energy consuming but we
> may be postulating on huge energy costs just to travel to the next
> rock, why not spend it on terraforming.  Plus some planets are going
> to be nearly garden (say Mars or Venus) and just need a nudge or
> a little control.  I've seen (granted primitive) speculation on
> techniques not too far out of range for terraforming Venus and Mars.
> For example, bio-engineering a microbe to consume carbon dioxide
> and release oxygen (plant based) that can live in the upper atmosphere
> of Venus.  Eventually, it will spread and 'eat' through the cloud
> cover (in theory).

Note that neither method involves any big energy manipulation, just the 
use of self-replication, which is the most powerful force in the universe 
(no kidding!). What is needed is skill, not sheer power. Actually making 
Venus habitable even with cloudeating bacteria is probably stupendously 
hard, since you have to not only stabilize it, you have to make it 
terrestrial. Mars will never have any great oceans, even if we terraform 
it it will be dry and cold.

Hmm, here is a new class to add to the planet creation program: 

Terraformed world - this world was a hothouse, primordial, post-garden or
mars-like world and has been artificially terraformed to a garden or
exotic world, or just artificially seeded with life.  The terraformers
might still be around. 

After all, I get the impression of that this galaxy has been influenced 
by the actions of intelligent life to a large extent (at least on this 
scale).


Date: Thu, 28 Sep 1995 13:46:50 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: Some comments

In my mind, terraforming is a two step process.  1) get the planet to
the right temperature and with the right amount of water.  If you 
can do this, the rest is probably easier then you think.  2) establish
an ecosystem.

Consider Mars for a moment.  Let us assume we have the energy to do FTL
which everyone has been saying is soooo huge then only megacorps and
governments can truely pull it off.  For much less energy and easier
to obtain (solar, unshielded nuclear, or fusion) I can use robot
ship to fetch asterioids - icy asteroids to be exact - and drop them
on Mars.  Using solar collectors, I beam radiant energy to the surface
at a low focus - ie warm not scortch.  The heat will melt the liquid
water present and the icy asteroids that I'm adding increasing the water
level and the atmospheric density.  I drop some atmospheric processors
to play with air composistion.  Now, mind you were talking 10's of
thousands of years - just like waiting to see how the local intelligent
race evolves though I'd say it could be done in much less time.

Once I'm satisfied that the temperature and atmospheric comp are headed
in the right direction and have reach a minimal level to support life,
transplant micro-organims - base of the food chain.  You want to start
this before the planet is finished because life effects the temp and
you don't want a run away system.  After the microbes get a good foot
hold, drop in small organisms, bugs, what ever oh and plants too but
no major species yet.  You keep layering more complex organisms to
build up your own eco-system but on a different world.  This way you
don't have to try to design an ecosystem, just transplant one.
 
> Care to estimate the energy requirements for that? I think you will find 
> that sending an FTL fleet is much faster and efficient. 

Ahh, but the energy is readily available from the star, you don't have
to generate it, carry it, or produce it in bulk, just collect it as you 
use it.


Date: Thu, 28 Sep 1995 19:26:53 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: Terraforming

On Thu, 28 Sep 1995, Tony L. Hayes wrote:
> In my mind, terraforming is a two step process.  1) get the planet to
> the right temperature and with the right amount of water.  If you 
> can do this, the rest is probably easier then you think.  2) establish
> an ecosystem.

Actually, it is probably a good idea to let the developing ecosystem be a 
part of step 1, since it would actually faciliate the process a bit. The 
classic black lichens seeded on the martian icecaps comes to mind.

> Consider Mars for a moment.  Let us assume we have the energy to do FTL
> which everyone has been saying is soooo huge then only megacorps and
> governments can truely pull it off.  

Hmm, I think you overrate the abilities of states and megacorps. I meant 
that FTL requires a *lot* of energy, but not necessarily an entire solar 
system of solar collectors or something like that. Also remember that a 
FTL ship is a short-term project with definite goals and pay-offs, while 
terraforming takes a long time even if speeded up by pouring energy into 
it and uncertain future benefits (living on a half-terraformed planet may 
be better than living on a non-terraformed planet, but not much better). 

> For much less energy and easier
> to obtain (solar, unshielded nuclear, or fusion) I can use robot
> ship to fetch asterioids - icy asteroids to be exact - and drop them
> on Mars. 

Good start. The problem is of course that there doesn't seem to be enough 
icy asteroids in the solar system (maybe in the oort cloud). Dyson 
suggested that we disassemble Enceladus with self-replicating machines 
instead (they used only solar power to grow, launch themselves and steer 
towards Mars). Note that we need *lots* of asteroids anyway to make a 
difference.

> I drop some atmospheric processors
> to play with air composistion.

This can probably be done with microorganisms of various kinds. You would 
need lots or immense processors to do a difference, but self-reproducing 
lifeforms (or nanomachines) could do it much more easy.

>  You keep layering more complex organisms to
> build up your own eco-system but on a different world.  This way you
> don't have to try to design an ecosystem, just transplant one.

I'm not sure this works, since ecosystems are dynamical systems which 
adapt and change in a very complex way. Say you have a lichen and a 
creature which eats it. This will move towards a steady state, but if you 
introduce a predator you will get classical predator-dprey oscilliations, 
making the amount of biomass cycle through time. Already that could begin 
to upset the still fragile atmosphere. Now try to add more species, and 
the situation will get even more complex. I think eco-engineering may be  
major industry in the Coalition. 

> > Care to estimate the energy requirements for that? I think you will find 
> > that sending an FTL fleet is much faster and efficient. 
> 
> Ahh, but the energy is readily available from the star, you don't have
> to generate it, carry it, or produce it in bulk, just collect it as you 
> use it.

Yes, that is true. If you can make the terraforming process automatic or 
at least independent of your other activities (lets leave it to the 
ecologist-monks, shall we?) it will pay off in the end. The problem is 
that it takes so long time that impatient races will not like it. Maybe 
terraforming is something static races do, a bit of old men doing some 
gardening after they have retired. 


Date: Thu, 28 Sep 1995 13:45:40 -0800
From: llvogel@teleport.com (Laura L. and Allan Hayes Vogel)
Subject: Omnivores

On Wed, 27 Sep 1995, james vassilakos wrote:
>> Well, I don't know of two many omnivore mammals outside of
>> hominids either. Any biologists want to step in?

And on Thu, 28 Sep 1995 Anders Sandberg replied:
>Rats come to mind. And I think cockroaches, ants and wasps are rather
>omnivorous too.

Yes. Furthermore, most Neoarctic (North American) carnivores as well as
many of the Paleoarctic (Europe and Northern Asia) one are _actually_
ominivorous. Felids and some of the mustelids (weasel family) are the only
exclusively carnivorous carnivores if my memory serves me right. There are
more strictly carnivorous mammals in the pinniped order (or suborder of
Carnivora, depending upon your reference). Most of the summer diet of the
American black bear is plant material and even a grizzly will browser on
grass on certain occasions though these are rare in frequency. The
raccoons' love of sweet corn is well known by most rural dwellers, coyotes
actually eat more plant than animal material, and Aesop even wrote a fable
about a fox and some (possibly sour) grapes.

A more interesting phenomenon is the food habits of certain species of
Neoarctic rodents. They actually prey more on small insects than eat plant
seeds.

Omnivory is _relatively_ widespread among larger terrestrial organisms.
Strict carnivory is more typical in the marine environment probably due to
the size of the majority of primary producers in the ocean vs. on land.

Hope this helps.


From: james vassilakos <jimv>
Subject: Re: quick note
Date: Thu, 28 Sep 1995 14:01:50 -0700 (PDT)
 
> The star types is in the 91 data but obscurely through color and
> magnitude.  We could try to guess the types, I can provide a chart
> that would let us make a stab at identifying main sequence, giant
> and supergiant stars or we could plot out an HR diagram and ID the
> non-main sequence or the like but it may turn out to be too much effort.
> Perhaps just cross referencing the two list for the 700+ stars we
> can ID would be sufficient. 
 
Looked at the two lists you emailed. Very nice work. As it so happens,
we do have Gliese numbers for the 69-data. Anders didn't type them in,
but they're sitting right in the 2300 near star list, and I could
enter them into the 69-data file fairly easily. With those numbers,
cross referencing the two lists should be fairly easy. In fact,
even a program could probably do it. The trick will be identifying
the star type/classes and names of the stars in the 91-data but not in
the 69-data (since the 91-data set is larger). What I am really looking
for here is just the basic color(O,B,A,F,G,K,M) and size(Ia,Ib,II,III,
IV,V,VI,VII). If I saw a G2V, I would translate that to G5 in terms
of the final data set which the starmap program will be using, so
the "2" is superfluous. Of course, whatever algorithm is used to
accomplish this should probably be also be used on the 91-data which
is also repeated by the 69-data, just to make sure that the algorithm
agrees for the most part with GDW's interpretation (except with
situations where we think GDW probably screwed-up, such as by having
a higher than expected number of subdwarf (class VI) stars).
So how difficult do you think it would be to put together an
algorithm to identify the basic star color and size based on info
available in the 91-data set?


Date: Thu, 28 Sep 1995 22:38:56 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: The Economy and Technology of the Coalition

I just had a stimulating phone conversion with a friend, and I simply 
have to write down some of my ideas:

What kind of economy exists within the Coalition? Most essentials are
probably produced by each race, there is probably no point in transporting
simple foods several lightyears to the consumers unless FTL travel is so
cheap it can compete with on-planet or in-system communications. 

As I see it, the major industries are:

Energy: Energy can be transported in a stable form as antimatter kept 
in holding tanks to be used to power things, fuel STL and FTL ships or 
used as a weapon. The conversion of energy to antimatter is not that 
efficient, but if you have lots of energy it makes sense in storing it. 
This is mainly done using huge farms of solar collectors in orbit in 
systems with bright stars and convenient asteroid belts (to use as 
building material for the collectors). 100 km^2 of solar collectors 
produce around 1 gram of antimatter each day.

Heavy Industry: While most races can build their own heavy industry, it is
often more cost-efficient to let experts build it for you. Some systems
produce compoents or entire structures for fusion, asteroid mining, solar
power stations, megascale engineering or atmosphere converters. 

Communication: Most races need to be in touch with each other, so there 
is a thriving market for couriers and mail-ships. 

Weapons: Another thriving market these days. Everything from 
personal weapons to strategic weapons have a market. Many races (and the 
Coalition as a whole) may have rules for what individuals, groups and 
organisations may buy and own, but these rules vary a lot. 

Starships: A very important market. Some systems produce individual 
components, while other deal in the design and construction of ships for 
their clients. Drive systems are of course the most important and 
expensive part.

Services: Most races have their own specialities and quirks, opening up a
huge market for various more or less exotic services (as I pet my cat I
realize that we humans beside war have a talent for scratching). Experts
in various areas are needed: ecology, systems theory, bioengineering,
programming, concept design, astrophysics, economics, history, information
management and inter-species diplomacy.  Various forms of advice are
always in demand, some species want art, others religious experiences or
computations. 

Minor industries of the Coalition are (but are not limited to): mining 
and refining of various materials, trade in various lifeforms, substances 
and objects, person transport and research. 

Each race of course has its own priorities. The Gools, for example, 
import spices from many worlds and export heavy machinery and various 
chemicals. The Leeches might export some mining products and gardens in 
exchange for information and machines. Humans might want all kinds of 
technology and information, in exchange for mercenaries and spices (to 
the gools). 

The Technology Ceiling

Another thing we have to define is the technology ceiling. Here are my 
suggestions:

Physics: A Grand Unified Theory is known and partially understood, due to 
its nature its implications are exceedingly hard to determine except for 
simple cases such as antigravity and FTL. Gravitic technology can create 
controlled gravity fields, but is limited by high energy requirements and 
the risk of failures. It is widely believed that wormholes and controlled 
creation of black holes are possible, but has so far not been achieved.

Energy storage as antimatter is the densest known, although fusion is a
more efficient way of energy production. 

Technology: Solid state nanotechnology is very hard to do, but may
function in some very limited applications (like the creation of special
microinstruments or materials). In its place many species use
biotechnology (where the limits depend more on the ethics and biology of
the user). 

Megaengineering is possible (huge solar panel arrays, asteroid colonies, 
gravitic beanstalks) but quite expensive. Terraforming is done, but takes 
a long time (there might be a patient race which is hired as caretakers; 
they develop a stable society and watch over the process).

STL ships are in wide use, powered by fission, fusion or antimatter (the 
latter is very efficient if expensive; a small amount of antimatter is 
injected into the fuel in the engine, which turns it into a plasma which 
is expelled). FTL ships depend on various ways of storing or transmitting 
energy, and the ability to adjust the warp fields in the right way.

Information technology: the central problem of the technology ceiling is
that there is too much information, and it cannot be tied together by a
normal brain. This is worsened by the fact that no species so far has
succeeded in creating classic AI at its own level. Neural nets, software
agents and expert systems do a fair job but come short of the complexity
of a biological mind. Some species solve this by training or growing
biological minds to help their computers, or upload skills. Computers are
optical or use quantum principles for massive parallelism, world- or
system-wide computer networks are common. Virtual realities exist for 
various sensory modalities, and are very important to some races.

Chemistry: Very advanced, almost any concievable material or compound can
be created. Intelligent materials, self assembly etc. are in use.

Medicine and biology: Varies between races (due to various fundamental
biological limitations and possibilities), usually quite high. Cybernetic
implants are in use among some beings. Genetic engineering and 
biotechnology can be very advanced.

Well, what do you think?


Date: Thu, 28 Sep 1995 22:55:19 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Machiavellian Plotting

Well, here are some more nasty thoughts:

Why didn't the Hafaru contact the Warsaw Pact too? One reason might have
been that they realized that NATO and the nations linked to it were much
more efficient and might serve their purposes better. Another reason might
have been that they realized that if they helped the East Bloc with their
technology, the environment might have been damaged irreparably. 

However, as the cold war went on, the Hafaru got nervous (I get the
feeling they are rather timid beings really); the arms race was calculated
to give the Solians an military edge, but the Hafaru began to worry that
WW III might spell the end to their investment. So they decided to pull
the plug on the Cold War. How this was done is uncertain, my theory is
that they secretly hired some quite good xenosociologists and complexity
theoreticians to derail the Sovjet Union in a non-violent way. 

At the same time they contacted China, which they realized had big
potential both to help them and to hur their plans. They made a deal: the
Chinese leadership would get some alien goodies if they made their economy
a bit western (to ensure cooperation with the Hafaru NATO allies) and
worked around the worst environmental and population problems.  Democracy
or other local matters were outside the Hafaru's interest, since they just
wanted to make sure nothing would stop the big Operation. 

Another thing to think of: Why have computers evolved so quickly, and why 
was the military so involved with them from the beginning? If graphical 
user interfaces are so natural for us, why didn't we start with them from 
the beginning? A paranoid friend suggested that one day a certain young 
man named Bill Gates was approached by some Men In Black who quietly 
asked him if he wanted to become the richest man of the 21st century... 
Windows is really plagiarized from a Hafaru computer (explains its speed 
and odd colours)! 

Abductions might have another purpose: the Hafaru want to prepare some 
medical breakthroughs for the future (and possibly get a good idea for 
what kind of bioweapons work against humans?). By the way, cattle 
mutilations are used by NATO/Hafaru to test their cover-up system. And 
crop circles are caused by tests of gravitic systems. I think I'm getting 
paranoid/illuminated... good night!


Date: Sat, 30 Sep 1995 13:14:59 -0400 (EDT)
From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: The Economy and Technology of the Coalition

On Thu, 28 Sep 1995, Anders Sandberg wrote:
> What kind of economy exists within the Coalition? Most essentials are
> probably produced by each race, there is probably no point in transporting
> simple foods several lightyears to the consumers unless FTL travel is so
> cheap it can compete with on-planet or in-system communications. 

Or if its exotics.  Coffee or tobacco or coca perhaps there are no
equivalents on the other planets.
 
> Energy: Energy can be transported in a stable form as antimatter kept 
> in holding tanks to be used to power things, fuel STL and FTL ships or 
> used as a weapon. The conversion of energy to antimatter is not that 
> efficient, but if you have lots of energy it makes sense in storing it. 
> This is mainly done using huge farms of solar collectors in orbit in 
> systems with bright stars and convenient asteroid belts (to use as 
> building material for the collectors). 100 km^2 of solar collectors 
> produce around 1 gram of antimatter each day.

This to me seems...wasteful.  Assuming all colonies are in star systems,
just collect your own energy - its cheap, just scoop up your photons.
You might see high quality, highly efficient collectors (you have a better
system for example) but why buy what your home star is _pouring_ out
daily (secondly!).

Even if we come up with a reason for energy trade, anti-matter is not
a good choice for transport.  It would have to be transported in 
electro-magnetic containment tanks which would use a fair amount of
energy, increasing the amount of energy needed to get some back.  A
better method is to split Helium into Hydrogen.  Helium is readily
available and Hydrogen is far easier to transport then Anti-matter
would be.  At the destination, pump the Hydrogen into your handy
fusion reactor and out come energy and Helium which you can send
back for reprocessing back into Hydrogen - a renewable fuel source
(well sort of).  Naturally, the creation of Hydrogen would be done
using 'free' energy like solar power and would only be needed for
transport to areas that don't have access to energy.

Now, I agree that if you are making ship fuel, Anti-matter is the
way to go but for simply carrying the energy around, Hydrogen seems
better even though you'll carry more mass then with A-M it'll be
easier to deal with.
 
> Heavy Industry: While most races can build their own heavy industry, it is
> often more cost-efficient to let experts build it for you. Some systems
> produce compoents or entire structures for fusion, asteroid mining, solar
> power stations, megascale engineering or atmosphere converters. 

This seems reasonable especially given the under current that I've
been sensing that every race has a strength and a weakness.  Some races
are going to be 'natural scientists' for example or whatever. 

> Communication: Most races need to be in touch with each other, so there 
> is a thriving market for couriers and mail-ships. 

UPS at FTL seems AOK to me! :-)
 
> Weapons: Another thriving market these days. Everything from 
> personal weapons to strategic weapons have a market. Many races (and the 
> Coalition as a whole) may have rules for what individuals, groups and 
> organisations may buy and own, but these rules vary a lot. 

This gets back to the heart of the matter.  Are these generally peaceful
races or not?  Perhaps the coalition's chief asset is that these races
have lost the will for combat.  That's why the Human's scare them so.
Sure they fight, but only with failed races from the safety of a
sanctioned orbital bombardment.  A real war with real combat against
equals is terrifying and horrifying.  To attack another civilized race?
Unthinkable!  As a thought.  It all really depends on how we view
this races.

> Starships: A very important market. Some systems produce individual 
> components, while other deal in the design and construction of ships for 
> their clients. Drive systems are of course the most important and 
> expensive part.

A subset of heavy industry.
 
> The Technology Ceiling

Can someone explain why there should be a technology ceiling?  Is this
just to keep the races on par with one another?  So that they're not
too far advanced from the lowly humans?  
 
> Technology: Solid state nanotechnology is very hard to do, but may
> function in some very limited applications (like the creation of special
> microinstruments or materials). In its place many species use
> biotechnology (where the limits depend more on the ethics and biology of
> the user). 

This one doesn't seem that hard.  Have you seen the microscopic machines
and machining being done?  One place machined a crown that fit an ant,
another built an electric engine and a car that was barely visible to
the naked eye.  And I'd say we are at a pretty pathetic tech level at
the moment.


